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Asymmetrical Complexity in RPG Design
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<blockquote data-quote="Anon Adderlan" data-source="post: 9370901" data-attributes="member: 53053"><p>Asymmetry in complexity is one of the reasons D&D is so successful, which is so asymmetrical the expectation is often that players don't need to know any rules at all. Then there's the asymmetry in the temporal dimension, where a game gets more complex as you level up, which never seems to be talked about. Folks just seem to accept that RPGs break down around level 10.</p><p></p><p>The most interesting asymmetry to me however is when players are engaging completely different skillsets, which happens all the time in this hobby and is rather unique to it. And while this sort of dissonance has been disruptive enough that entire theories have evolved around it, it nevertheless has enough synergy to work well enough for these different agendas to coexist most of the time. The problem here of course is your question now involves finding ways to measure complexity across multiple domains.</p></blockquote><p></p>
[QUOTE="Anon Adderlan, post: 9370901, member: 53053"] Asymmetry in complexity is one of the reasons D&D is so successful, which is so asymmetrical the expectation is often that players don't need to know any rules at all. Then there's the asymmetry in the temporal dimension, where a game gets more complex as you level up, which never seems to be talked about. Folks just seem to accept that RPGs break down around level 10. The most interesting asymmetry to me however is when players are engaging completely different skillsets, which happens all the time in this hobby and is rather unique to it. And while this sort of dissonance has been disruptive enough that entire theories have evolved around it, it nevertheless has enough synergy to work well enough for these different agendas to coexist most of the time. The problem here of course is your question now involves finding ways to measure complexity across multiple domains. [/QUOTE]
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