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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="EzekielRaiden" data-source="post: 9041085" data-attributes="member: 6790260"><p>Exactly! This is <em>exactly</em> what I am talking about when I say that focusing on "fun" alone leads to worse results. Because if you focus on "fun" alone and ignore all other considerations, you'll <em>never do</em> what Stalker0 describes here. You'll never sit down and say, "Okay, so, what are the <em>biggest things</em> people do? What's common about the experiences players have? How are we serving--or not serving--those interests? In what ways can we adjust our offerings, so those common things are consistently handled very well?"</p><p></p><p>Despite the fact that those questions <em>are not about fun</em>*, answering them (which requires collecting information and analyzing it!) will very frequently lead to results that <em>are</em> more fun.</p><p></p><p>*They're about things like frequency (how often do players do X?), effectiveness (do the rules actually work for their intended purpose?), breadth (do the rules cover most things it would be nice to have a consistent answer for?), simplicity (have we used the least restrictive means to achieve our ends?), etc. Things which are not "fun" in and of themselves, and which often (e.g. frequency) have no particular relation to "fun" <em>directly</em>. And yet finding the right way to frame these questions, and then poring over the answers and using those answers as the <em>reason</em> for changing your design, is essential for <em>designing</em> a better product.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9041085, member: 6790260"] Exactly! This is [I]exactly[/I] what I am talking about when I say that focusing on "fun" alone leads to worse results. Because if you focus on "fun" alone and ignore all other considerations, you'll [I]never do[/I] what Stalker0 describes here. You'll never sit down and say, "Okay, so, what are the [I]biggest things[/I] people do? What's common about the experiences players have? How are we serving--or not serving--those interests? In what ways can we adjust our offerings, so those common things are consistently handled very well?" Despite the fact that those questions [I]are not about fun[/I]*, answering them (which requires collecting information and analyzing it!) will very frequently lead to results that [I]are[/I] more fun. *They're about things like frequency (how often do players do X?), effectiveness (do the rules actually work for their intended purpose?), breadth (do the rules cover most things it would be nice to have a consistent answer for?), simplicity (have we used the least restrictive means to achieve our ends?), etc. Things which are not "fun" in and of themselves, and which often (e.g. frequency) have no particular relation to "fun" [I]directly[/I]. And yet finding the right way to frame these questions, and then poring over the answers and using those answers as the [I]reason[/I] for changing your design, is essential for [I]designing[/I] a better product. [/QUOTE]
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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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