Thomas Shey
Legend
Who's making that assumption here, and why?
Since I've seen people when the TORG example come up assure everyone that the connected parts either had to be connected or had no reason to be connected, both?
Who's making that assumption here, and why?
I think that immersion is 100% to do with how comfortable the players at the table are with the system and should always be treated as a personal matter. This doesn't mean that some mechanics don't make immersion harder in the same way that some materials for seats make comfort harder.I think it very difficult, bordering on impossible, to account for 'immersion breakage' in any kind of definitive way. Some folks have no issues with mechanic X while others find it immensely immersion breaking. Lots of folks equate meta mechanics of various sorts with immersion issues, but not with enough fidelity across the board that I think it's useful to connect the two. Partially as well because immersion at the table isn't just about the individual player, but also the system, and all the other players at the table.
Interesting, but I'm not sure if I agree with his application of "desire paths" (or other concepts) in his examples.Here's an interesting article from Clayton Notestine at Explorer's Design about mechanics, dominant mechanics, and designing by omission.
I haven't even finished reading the article.Interesting, but I'm not sure if I agree with his application of "desire paths" (or other concepts) in his examples.
I actually do agree with him but it also applies when the rules or balance heuristics themselves are ignored(see 5e's 5 minute adventuring day)Interesting, but I'm not sure if I agree with his application of "desire paths" (or other concepts) in his examples.
I've rolled 12's and I've rolled natural 20's. I can say without any context at all which one I like better!!Not that you can't compare the parts, but I think you need to do so in a purposeful and informed way. It's like when people ask questions like "what's better, 1d20 or 2d6?" which is a silly question. There's no answer to that question without context.
My issue regarding "desire paths" is with "I don't think it's too far a reach to suggest, that if you create a mechanic that negates the need for complexity or variables, players are likely to use it." I don't think that a designed mechanic that negates complexity represents a "desire path" because that represents players using the path created. "Desire paths" are about unintended paths that people (and animals) prefer over the designated paths.I actually do agree with him but it also applies when the rules or balance heuristics themselves are ignored(see 5e's 5 minute adventuring day)
I might agree with you in detail, but in broader strokes he's on to something. As regards HP for example. I'm not sure, as you are not, that the focus on HP in combat represents a desire path as such, at least not a path based on clear choices. I do think that HP tend to occlude most other options in combat though, especially for newer players. Sometimes that changes. For example, when one looks carefully at the 5E wizard spells the overwhelming usefulness of control spells over damage spells is pretty clear. The catch is you need a pretty deep reading (or a good blog post) to really see the underlying math and ramifications. Better examples might the 2014 Battlemaster, or Bardic Inspiration.My issue regarding "desire paths" is with "I don't think it's too far a reach to suggest, that if you create a mechanic that negates the need for complexity or variables, players are likely to use it." I don't think that a designed mechanic that negates complexity represents a "desire path" because that represents players using the path created. "Desire paths" are about unintended paths that people (and animals) prefer over the designated paths.
A better example of a "desire path," and the one that I likewise had in mind, is the "15-minute adventuring day" of 3e and 5e. That represents the players utilizing a "desire path" that the designers had not intended.