D&D General "Hot" take: Aesthetically-pleasing rules are highly overvalued

EzekielRaiden

Follower of the Way
This isn't targeted at any specific game, though I'm likely to criticize both 3.x/PF1e and 5e because they are (in some sense) the "old guard" and "new hotness" on this topic.

So, there are a lot of motives when designing a game, and I do not mean to comment on the spectrum of reasons one might consider. That's well above my pay grade. However, something that I don't think is so far above my pay grade is arguments in favor of rules elements, structures, or principles because they make the rules look/feel nice, without regard for the potential costs this can have to designers, DMs, and players. I'm not talking about a desire for good art/presentation, nor for flavorful descriptions or concepts supported by the rules. Rather, I'm referring to a desire for rules because they have satisfying aesthetic features like symmetry, one-stop-shopping reference lists, brevity, and (possibly the most controversial on this list) natural language. The former things are just regular aesthetics, whether aesthetics of the physical materials or aesthetics of the play experience. I'm talking about "meta-aesthetics," for lack of a better term: aesthetic concerns purely at the design level, in some sense "before" the aesthetics of the materials or play-experience.

I see a lot of arguments that, in effect, treat these meta-aesthetics as one of the most important features of game design. Many people trying to "fix" 4e, for example, are incredibly keen on condensing all powers down to either a per-source list, or to even a single list for all classes. The reasons given rarely have much of anything to do with direct design concerns like effectiveness or testable mechanics, and almost always ignore stuff like "what about powers with subclass-based riders?", instead focused almost entirely on the bald assertion that a single, repeatedly-referenced list is always superior.

I don't think I'll surprise anyone by saying that I disagree with this, and with most other meta-aesthetic arguments about the ways we structure our rulesets. Meta-aesthetics are NOT an invalid reason to design something. They can, in fact, be great! My arguments for why it was good that power sources existed in 4e (re: it gave us some really cool classes like Avenger and Shaman) are, at least in part, based on meta-aesthetics. What I find frankly a little disturbing is the axiomatic insistence that (some) meta-aesthetics override effectively all other concerns. This belief, asserted without defense and indeed with an implication that it needs no defense, that sacrifices of balance, at-table experience, design space, and indeed pretty much any other element of game design, are almost always worthwhile if they produce rules that have "better" meta-aesthetics. That it takes a LOT of serious problems for even a small meta-aesthetic gain to be put off the table.

Now, it's entirely possible I'm just not hearing what's actually being said--it wouldn't be the first time. I am, as always, open to having the record set straight. I'm also open to people defending why these meta-aesthetic concerns should have more weight than I've given them up to now. But either way, I think we can benefit from dragging this implicit assumption out into the open and having a talk about what weight "rules that look nice on paper" etc. should be given.
 
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Lanefan

Victoria Rules
Maybe I'm just being a bit thick today (hell knows it wouldn't be the first time!) but I'm not quite catching what you're on about. I'm not sure, for example, whether you're talking about specific rules or overarching design principles or a bit of both.

Can you please give an actual example of something done wrong and something (preferably the same thing) done right, as you see it?
 

Undrave

Legend
Maybe I'm just being a bit thick today (hell knows it wouldn't be the first time!) but I'm not quite catching what you're on about. I'm not sure, for example, whether you're talking about specific rules or overarching design principles or a bit of both.

Can you please give an actual example of something done wrong and something (preferably the same thing) done right, as you see it?
Same... I'm not really seeing it at all...
 



EzekielRaiden

Follower of the Way
Maybe I'm just being a bit thick today (hell knows it wouldn't be the first time!) but I'm not quite catching what you're on about. I'm not sure, for example, whether you're talking about specific rules or overarching design principles or a bit of both.

Can you please give an actual example of something done wrong and something (preferably the same thing) done right, as you see it?
Well, as noted, "natural language" is a thing where I think these meta-aesthetics have got it wrong.

Natural language was favored by 5e's designers because, they claimed, it would make things so much better. There would be no need to learn any special words, no need to check references, because everything would just mean what it says! You could look at it and just know, because you already know how to read English (or whatever language the text was translated into).

Except...it didn't. This decision, driven by the meta-aesthetic desire to have rules that "need no explanation," has resulted in rules...that still need explanation. And rules that, a non-negligible portion of the time, cannot work even in principle unless the DM does actually explain them. It doesn't come up constantly, not even once a session necessarily, but it does come up, and has in actual games I have personally played. (No 5e game I've played in has lasted more than ten sessions, and part of it was this very problem in one of those games.)

By comparison, 4e did the "ugly" choice of having jargon, specifically, keywords. Each keyword had a well-defined meaning--which might not necessarily correspond to its use in "natural language," but which was applied consistently when it was used. Learning the jargon was important--e.g., knowing the difference between the confusingly-similar "burst" and "blast" area keywords--but once you knew it, you had reliable knowledge about the game, a seriously valuable tool. And because the designers knew the keywords, they had clear building blocks for constructing new things. If they happened to find something that had been left out, they could define new keywords for those things.

As I said, this is probably going to be the most controversial example, so I understand if this isn't exactly an example you agree with. But it is relatively convenient to articulate the difference.

A different example would be Prestige Classes vs. Paragon Paths. In both 3e and 4e, these were higher-level features that you had to qualify for, and which unlocked new abilities and (potentially) synergies with your existing ones. The Prestige Class structure sought meta-aesthetics by having precise, and often narrative, requirements for entry...and ended up being a nightmare of design as a result, where mediocre or even awful PrCs had extensive and painful requirements, while extremely powerful options might have no more than "take a naughty word feat and pay some guild dues now and then." The meta-aesthetic value of "these things look like something that requires special training" resulted in flat-out BAD game design, even though the underlying idea--taking a small, focused "alternate class" for a few levels--was sound and interesting.

Paragon Paths, by comparison, were extremely easy to qualify for (rarely having more than 1-2 requirements, many of which you could meet by taking a single multiclass feat), were structured so as to give benefits within a consistent overall power level even if individual options were still stronger or weaker, and did not prioritize having the look and feel of something you had to "work for" in order to enter. PPs were this specialization process done right, not massively over-valuing the meta-aesthetic considerations of the concept. PPs focused on ensuring that the overall play experience happened as intended, and not on ensuring that the mechanics for a thing looked like they "should be" mechanics for that thing.

And yes, you're right that this is not something that can be easily assigned to either design philosophy or specific rules. It leans closer to the former, but it's also "practical" in the sense that it gets really hung up on the specific pieces used for achieving one's ends. Digging a little deeper on that: There are (at least) three values one can have when designing a game. One can value effectiveness, asking, "Does this game achieve the experience I designed it for?" One can value message, asking, "Does this game communicate to the player the messages I want to send?" (Consider Monopoly for an almost exclusively message-centric game.) Or one can value these "meta-aesthetics" I'm talking about, asking, "Do the rules of this game have a pleasing appearance and structure?"

I'm asserting that "a pleasing appearance and structure"--such as, for example, 3.x's skill point system, which feels like a great way to handle skills but tends to be super punishing to anyone who likes variety or playing against type--has become a dominant or even hegemonic goal for many in design-discussion places (such as this forum).
 

Undrave

Legend
Except...it didn't. This decision, driven by the meta-aesthetic desire to have rules that "need no explanation," has resulted in rules...that still need explanation. And rules that, a non-negligible portion of the time, cannot work even in principle unless the DM does actually explain them. It doesn't come up constantly, not even once a session necessarily, but it does come up, and has in actual games I have personally played. (No 5e game I've played in has lasted more than ten sessions, and part of it was this very problem in one of those games.)

By comparison, 4e did the "ugly" choice of having jargon, specifically, keywords. Each keyword had a well-defined meaning--which might not necessarily correspond to its use in "natural language," but which was applied consistently when it was used. Learning the jargon was important--e.g., knowing the difference between the confusingly-similar "burst" and "blast" area keywords--but once you knew it, you had reliable knowledge about the game, a seriously valuable tool. And because the designers knew the keywords, they had clear building blocks for constructing new things. If they happened to find something that had been left out, they could define new keywords for those things.

First, I totally agree with you on this. The 'natural language' of 5e could take notes from 4e, M:TG cards, and problem-solving text used in Yu-gi-oh! for simplicity.

But secondly... isn't this whole thread just the same old 'Gameist VS Smiluationist VS Narrativist' approach to RPG design? I think your language is obfuscating a point people have made before. Personally, I much prefer a game that runs WELL first and foremost before one that is a good simulation of a fantasy world. I don't need the game to be a physics engine.
 


EzekielRaiden

Follower of the Way
First, I totally agree with you on this. The 'natural language' of 5e could take notes from 4e, M:TG cards, and problem-solving text used in Yu-gi-oh! for simplicity.

But secondly... isn't this whole thread just the same old 'Gameist VS Smiluationist VS Narrativist' approach to RPG design? I think your language is obfuscating a point people have made before. Personally, I much prefer a game that runs WELL first and foremost before one that is a good simulation of a fantasy world. I don't need the game to be a physics engine.
Not really? I don't think it has much of anything to do with simulationism. Another example that is completely unrelated to simulationism, which I mentioned in the first post, is the people who insist that a single "one stop shopping" place for character options, is better than individual class lists. In fact, that's what inspired me to write this up in the first place. People in the A5E threads were asking for a single, comprehensive repository of all Knacks, and that similar Knacks from different classes should just be collapsed down into a single Knack that each of those classes is permitted to choose. That's a purely aesthetic desire--"don't make two similar options, when you could make one generic option"--that is completely unrelated to simulation.

I admit, though, that most of my examples tied to 3e will be simulationist, because it is such a deeply simulationist game. But "natural language" isn't simulationist--at least, not as far as I'm concerned. What is "the rules need no explanation" simulating in the world?
 


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