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is it me? FFG Star Wars
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<blockquote data-quote="Neonchameleon" data-source="post: 6387406" data-attributes="member: 87792"><p>You mean in the post you just made?</p><p></p><p></p><p></p><p>Mine too. And you seem to be making textbook faulty game design assumptions.</p><p></p><p></p><p></p><p>Yup. Edge of Empires is not particularly intrusive once you've stepped over the first hurdle of the weird dice.</p><p></p><p></p><p></p><p>This is one of your faulty assumptions.</p><p></p><p>Almost no tabletop RPGs in history have ever been inherently intuitive. (Some one-pagers <em>might</em> get there). What makes an RPG intuitive is a mix of two things.</p><p></p><p>1: How little you need to look up in the course of play and how easily it is to hand. So you can get back to the game.</p><p>2: Your familiarity and level of acceptance of the game mechanics in question.</p><p></p><p>On point 1 the two versions of Star Wars are not meaningfully different. But I've heard people declare both Rifts and Rolemaster to be intuitive and simple. Because it's what they were used to.</p><p></p><p>Point 2, you seem to be making the claim that "Successful and unlucky" is either something you are unfamiliar with or that it is conceptually difficult to grasp.</p><p></p><p></p><p></p><p>This is a D&D message board. Assuming the baseline on a D&D message board (set up for the launch of 3.0 and that is heavily dominated by D&D) to be D&D is fairly obvious. Were this RPG.net or Storygames or any of a couple of dozen other places I'd make different assumptions.</p><p></p><p></p><p></p><p>Taught by you, yes it absolutely would be wrong - but note the qualifier.</p><p></p><p></p><p></p><p>Nope.</p><p></p><p></p><p></p><p>And I think that you've just demonstrated that you don't understand game design and writing games to your target audience. Or some of the reasons for the d20 glut being so big. If you've only done things one way then that way feels right - and every other way feels wrong.</p><p></p><p>Game design isn't just about the game. It's about the audience for that game. One of my current games is almost abandoned, not because I think it lacks potential or ideas, but because I can't work out the gaming group it would fit. Audience matters and a big part of audience is that audience's assumptions.</p><p></p><p></p><p></p><p>One of my regular gaming group is, yes. He's not particularly stuck in his ways.</p><p></p><p></p><p></p><p>It's a very good introductory source, crushing most others (including almost all popular books and non-specialist encyclopedias including the Britannica). Not always solid - but a very good place to start. </p><p></p><p></p><p></p><p>Fair enough. That said, scare quotes are the normal meaning I see of quotes used for emphasis.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6387406, member: 87792"] You mean in the post you just made? Mine too. And you seem to be making textbook faulty game design assumptions. Yup. Edge of Empires is not particularly intrusive once you've stepped over the first hurdle of the weird dice. This is one of your faulty assumptions. Almost no tabletop RPGs in history have ever been inherently intuitive. (Some one-pagers [I]might[/I] get there). What makes an RPG intuitive is a mix of two things. 1: How little you need to look up in the course of play and how easily it is to hand. So you can get back to the game. 2: Your familiarity and level of acceptance of the game mechanics in question. On point 1 the two versions of Star Wars are not meaningfully different. But I've heard people declare both Rifts and Rolemaster to be intuitive and simple. Because it's what they were used to. Point 2, you seem to be making the claim that "Successful and unlucky" is either something you are unfamiliar with or that it is conceptually difficult to grasp. This is a D&D message board. Assuming the baseline on a D&D message board (set up for the launch of 3.0 and that is heavily dominated by D&D) to be D&D is fairly obvious. Were this RPG.net or Storygames or any of a couple of dozen other places I'd make different assumptions. Taught by you, yes it absolutely would be wrong - but note the qualifier. Nope. And I think that you've just demonstrated that you don't understand game design and writing games to your target audience. Or some of the reasons for the d20 glut being so big. If you've only done things one way then that way feels right - and every other way feels wrong. Game design isn't just about the game. It's about the audience for that game. One of my current games is almost abandoned, not because I think it lacks potential or ideas, but because I can't work out the gaming group it would fit. Audience matters and a big part of audience is that audience's assumptions. One of my regular gaming group is, yes. He's not particularly stuck in his ways. It's a very good introductory source, crushing most others (including almost all popular books and non-specialist encyclopedias including the Britannica). Not always solid - but a very good place to start. Fair enough. That said, scare quotes are the normal meaning I see of quotes used for emphasis. [/QUOTE]
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