Manbearcat
Legend
I'm just going to do a quick post on the lead post's position and how it feeds into both design decisions and player best practices in a game.
The things on my character sheet amounts to the following conclusions:
* I'm James of Split Hoof Cliffs.
* I deserted during the war and have been on the run ever since.
* I'm a bit dull-witted but my big frickin' knife is sharp.
* I've only become a priest to escape my comeuppance.
If the game doesn't center these things as nexus of conflict, then there is a mismatch between design and position. One of those two need to conform to the other or we've got either a game that isn't about the character sheet position or a character sheet position that isn't in-line with the game.
This is a problem that sometimes comes up.
Another problem that comes up is how players' best practices are misaligned with one or both of position or design. If the rules text tells you outright (explicitly via "do this" or "don't do that") or implies/connotes (via incentive structures) to do this (when the going gets tough, go to the knife rather than the mind or watch your back because there is a comeuppance looming), but the actual play of the designed game tells you something else (like going to the knife is impotent and too punishing of a risk profile or the looming comeuppance isn't so looming because its all color/mood and no teeth), then something needs attending to.
Either outright land on (or signal) different best practices for the players, or different position, or different design.
The things on my character sheet amounts to the following conclusions:
* I'm James of Split Hoof Cliffs.
* I deserted during the war and have been on the run ever since.
* I'm a bit dull-witted but my big frickin' knife is sharp.
* I've only become a priest to escape my comeuppance.
If the game doesn't center these things as nexus of conflict, then there is a mismatch between design and position. One of those two need to conform to the other or we've got either a game that isn't about the character sheet position or a character sheet position that isn't in-line with the game.
This is a problem that sometimes comes up.
Another problem that comes up is how players' best practices are misaligned with one or both of position or design. If the rules text tells you outright (explicitly via "do this" or "don't do that") or implies/connotes (via incentive structures) to do this (when the going gets tough, go to the knife rather than the mind or watch your back because there is a comeuppance looming), but the actual play of the designed game tells you something else (like going to the knife is impotent and too punishing of a risk profile or the looming comeuppance isn't so looming because its all color/mood and no teeth), then something needs attending to.
Either outright land on (or signal) different best practices for the players, or different position, or different design.