Scott Christian
Hero
One, they are knowing better than the designer for your playstyle and table. Two, you play the game first, so that means your testing the waters, then deciding. That is a big difference than not playing a game and deciding it needs this sub-mechanic. I hope you can see the difference, and instead of looking this as an attack, look at it as the question that it is.I am a proponent of playing a game as written at least initially. However,not all games have all the subsystems one wants. If I know I want to include domain management in my Shadowdark campaign, there is not a domain management system in that game. I have to bring in one I like. Or, as we see often, if I am going to run Shadowdark for kids, I am very likely to need to change the way carousing works for it to be appropriate for my players. These are not cases of "knowing better than the designer" -- these are cases of needing something the designer left out.
In any case, we should not exalt the designer. TTRPG design is as much art as science and is driven by preference as much or more than by math. Like I said, I generally believe it is a good idea to play games as written first, but I am also not going to fault someone who decides to use, say, popcorn initiative in Shadowdark because they know that works for their group.
I mean, the question could have just as been easily worded as: Do you think you improve a game's mechanics by adding your sub-system? If so, what game and sub-system are you combining?






