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*Dungeons & Dragons
2/25/2013 L&L: This Week in D&D
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<blockquote data-quote="Balesir" data-source="post: 6093847" data-attributes="member: 27160"><p>I think the consensus problem comes about because there is no agreement on what the rules should be <em>for</em>. The vast majority of maxims for rule construction can only be conditionally imperative - "IF you want a game like <em>this</em> THEN you should design a rule like <em>this</em>". Very, very few maxims for rule writing are absolute imperatives ("you should ALWAYS do <em>this</em>" ). To form a conditional imperative, you have to know what type of result you want - and there is no consensus on that for D&D, even though some folk state things as if there was an "obvious" or "correct" aim for the game's design.</p><p></p><p>That's not to say that there aren't <em>wrong</em> ways to design the rules. Some are self-defeating or just irrelevant/meaningless. But until the designers of the new rule set actually decide what the rules are <em>for</em>, we're just flailing about in the dark - and the inevitable consequence will be an incoherent hodge-podge of rules, because different bits of the rules will be trying to achieve different things. I was kinda hoping the designers would have made clear what the aim and purpose of DDN was by now - but, if anything, it's getting less clear, not more.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6093847, member: 27160"] I think the consensus problem comes about because there is no agreement on what the rules should be [i]for[/i]. The vast majority of maxims for rule construction can only be conditionally imperative - "IF you want a game like [i]this[/i] THEN you should design a rule like [i]this[/i]". Very, very few maxims for rule writing are absolute imperatives ("you should ALWAYS do [i]this[/i]" ). To form a conditional imperative, you have to know what type of result you want - and there is no consensus on that for D&D, even though some folk state things as if there was an "obvious" or "correct" aim for the game's design. That's not to say that there aren't [i]wrong[/i] ways to design the rules. Some are self-defeating or just irrelevant/meaningless. But until the designers of the new rule set actually decide what the rules are [i]for[/i], we're just flailing about in the dark - and the inevitable consequence will be an incoherent hodge-podge of rules, because different bits of the rules will be trying to achieve different things. I was kinda hoping the designers would have made clear what the aim and purpose of DDN was by now - but, if anything, it's getting less clear, not more. [/QUOTE]
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