EzekielRaiden
Follower of the Way
Sure, but I think you recognize that in so doing, you're either not "really" playing duo (you're playing "trio," it's just two of the players happen to be the same person), or you're accepting and rolling with the fact that there are serious and often deleterious effects for being "alone." Rules patches for this exist, like DMPCs (generally disfavored for largely good reasons, but still a functional solution), bulking up the hireling systems (even in the early editions, where hirelings were more central), or providing special/extra/unusual resources or tools to address the gap.Having done a fair bit of "duo" play as you describe, I can tell you from experience that it can and does work fairly well in 1e-adjacent as long as either a) the player is willing to run more than one character at a time or b) the character is willing to run as a party of one.
Thanks. I aimed to be as open-handed as possible, recognizing that my natural bias is toward more recent editions because I have more play experience with them.That's not a bad summary. Nicely done.
Certainly. Even if we didn't have the mechanics vs thematics issue, there's the inherent underlying tension between structure, in the sense of needing enough consistency and proverbial material to work with, and surprise, in the sense of not wanting every result to be perfectly predictable in advance. Even if there were no true "mechanics," that tension between needing to be able to attempt useful predictions without having those predictions simply always come true (for weal or for woe) would ensure that some kind of balancing act would be required. For DW, the Principles are thus intended as useful cognitive tools for tacking toward good results and away from bad ones.Agreed. Where the debates arise is around which of the above aspects the rules are honed to support, as a few of those bullet points tend to push against each other a bit. Focising more on the mathematical (and mechanical) aspects, for example, risks pushing against the story-related and fantastical aspects, so designers have to walk a bit of a line there as you note just below.
I'm not sure what you mean. This seems to imply a singular scale (possibly a sliding one) with "effectively none" on one end and "nigh-infinite" on the other, with every game falling on some singular point. I don't think that's a useful way of looking at game design, because different parts may warrant different levels of detail. D&D has always been designed that way, and indeed in its earliest form, it tended to default to very specific and narrow chunks of rules which could vary wildly in how detailed they were. E.g. melee combat had speed tables or something? Incredibly detailed and striving for mechanics for all sorts of things. But hit points are, and have always been, a fraught and difficult thing, glossing over a ton of details and treating all injuries as fundamentally the same. Hit points and damage are definitely a "less mechanics" subsystem, but weapon speed rules seem to be a "more mechanics" system, yet the two lived together (AIUI; again, talking about systems I don't know well.)On a larger scale, the general design-level question of more mechanics vs less mechanics kinda has to be answered before much else can get done.
At a higher vantage point, D&D has tended to use less rules for "non combat" things (not no rules, just somewhat less), while using more rules for combat. I am given to understand that the vast majority of non-combat things in early D&D could be (and often were) handled simply by asking for a single d6 roll, 5-6 succeeds (or something like that.) So even with the earliest versions of D&D, a single binary or even single sliding scale fails to capture how the game was actually built and played.
Well, would you say that falls under the umbrella of "Play to find out what happens"? Because that's sort of my first reaction here. You don't just sit there numbly, you respond--but that, itself, is more play. I do think you've got a very good preliminary stab, so don't take it in any way as dismissive. Just that it seems we can boil that, and other (but not all) important points, down into that relatively pithy phrase. If you're playing to find out what happens, there's always new things that can happen! This is where analogies to serial media, like a narrative-driven TV show (e.g. Babylon 5) come into play. (And believe it or not, JMS has actually said that the follow-up show, Crusade, was intentionally modelled after D&D parties! Sometimes, art imitates life imitating art.)How about something around keeping the players coming back for more - "The ultimate goal of play is, in the end, further play" or something like that. (I'm not sure if DW hits that one or not)
Well, as part of my point there, I was trying to show that that is not the only valid form of design. It is a valid, and indeed extremely useful, form of design. But it is not the only one, and limiting yourself to only that one can lead to some very difficult-to-solve problems.IMO the bolded bit should be painted in great big letters on the wall of every D&D designer's office.![]()
Niche protection is not a matter of "for every strength you must have a weakness." We can make a very simple food analogy: proteins and vitamins. A "complete protein" is a food source (such as meat) one that includes all of the amino acids humans need for making all the proteins that make our bodies work. An "incomplete protein" is comparatively deficient in one or more (but usually just one), e.g. beans are an incomplete protein because they are deficient in methionine. Rice pairs well with beans because it is rich in methionine and deficient in lysine, and beans happen to be a great source of lysine. But there is no sense in which we can argue that beans "paid for" their lysine richness by being methionine-deficient or vice-versa for rice. It just happens to be the case that the set of things beans provide, and the set of things rice provides, are complementary sets that ensure full coverage.
Hence, it is also possible--and not uncommon!--to design games with both "zero-sum" elements, where you must always accept a penalty for every bonus, and with "positive-sum" but incomplete elements. All sorts of things use both types. I have, for example, been thinking about how to develop a "build your own weapons" system, which would be purely "positive" in that you have a starting baseline really really crappy weapon, and a pile of points to spend on making it better. Upping the die size, making it versatile, making it finesse, giving it a special property, etc. At its baseline, that would be a purely "positive" design, since all you do is add elements until you've spent your whole budget. But I also would include classes of weapon: simple, martial, or exotic. With those, you "pay for" getting access to more points (and thus a stronger overall weapon) by making it require special training in order to use.
Plenty of things have to be designed in the latter way. Most spells, for example, are not designed such that you "pay for" any good things they give by suffering a commensurate penalty--they are instead a purely positive resource that you consume.