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Asymmetrical Complexity in RPG Design
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<blockquote data-quote="Anon Adderlan" data-source="post: 9373702" data-attributes="member: 53053"><p>Honestly if an RPG doesn't help <em>enable</em> improv then it doesn't matter how complex the rules are.</p><p></p><p></p><p>I've often wondered how far we can actually take this idea. For example, is it possible for one player to play a purely tactical game while another plays a narrative one? Because these agendas come into conflict enough that entire theories emerged to resolve it. And the key problem here is complexity goes hand in hand with available bandwidth, as there is only so much time to play, and so much complexity a player can engage at once. And if things like tactical battles take up the majority of it there won't be any left for other kinds of play.</p><p></p><p>It's a matter of managing the <em>human</em> resources at the table which a lot of games simply don't account for.</p><p></p><p></p><p>One of the biggest cognitive hazards designers run into is not accounting for their own biases, resulting in games which don't actually help anyone else run them like they do. Games need to provide clear procedures with verifiable results or else players will simply apply their own. And if those happen to be based on D&D all they'll see is how the game doesn't meet their expectations.</p></blockquote><p></p>
[QUOTE="Anon Adderlan, post: 9373702, member: 53053"] Honestly if an RPG doesn't help [I]enable[/I] improv then it doesn't matter how complex the rules are. I've often wondered how far we can actually take this idea. For example, is it possible for one player to play a purely tactical game while another plays a narrative one? Because these agendas come into conflict enough that entire theories emerged to resolve it. And the key problem here is complexity goes hand in hand with available bandwidth, as there is only so much time to play, and so much complexity a player can engage at once. And if things like tactical battles take up the majority of it there won't be any left for other kinds of play. It's a matter of managing the [I]human[/I] resources at the table which a lot of games simply don't account for. One of the biggest cognitive hazards designers run into is not accounting for their own biases, resulting in games which don't actually help anyone else run them like they do. Games need to provide clear procedures with verifiable results or else players will simply apply their own. And if those happen to be based on D&D all they'll see is how the game doesn't meet their expectations. [/QUOTE]
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