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General Tabletop Discussion
*Dungeons & Dragons
Circle Magic Concerns In "Heroes Of Faerun"
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<blockquote data-quote="EzekielRaiden" data-source="post: 9791191" data-attributes="member: 6790260"><p>The former is the designers saying "we don't have to actually design a functional game. We just need to print something on the page. GMs will figure it out." The latter is, "We took <em>very seriously</em> that the game needs to actually be well-designed from the beginning, even though we know you will probably make changes to it."</p><p></p><p>It is the TTRPG design version of "that's not a bug, it's a <em>feature!</em>"</p><p></p><p>If you would like a different analogy: When you give someone a recipe, you expect them to probably tweak it slightly. That's why we talk about adding salt "to taste" and the like; different ingredients (maybe this brand of evaporated milk has less water content than that brand, or this bouillon has more salt in it than that bouillon, or whatever), different tools (pans, ovens, burners, knives, etc.), different ambient conditions (humidity, temperature, pressure, etc.) and more, mean that you need to taste it and adjust the salt to your preferences, and probably will grow more comfortable with the recipe and what it needs as you become more experienced with cooking it. But you, the person getting that recipe, are going to expect the result to actually be a good meal (or a good dessert or whatever) without needing to cook it five times first and rework the recipe until it actually comes together properly.</p><p></p><p>The first statement is drafting a recipe for others to cook without doing more than cursory testing yourself, <em>because</em> you know "salt to taste" is in there. The second statement is saying that you've tested this recipe extensively, you are quite sure it achieves the intended result if followed, but folks should still salt to taste.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9791191, member: 6790260"] The former is the designers saying "we don't have to actually design a functional game. We just need to print something on the page. GMs will figure it out." The latter is, "We took [I]very seriously[/I] that the game needs to actually be well-designed from the beginning, even though we know you will probably make changes to it." It is the TTRPG design version of "that's not a bug, it's a [I]feature![/I]" If you would like a different analogy: When you give someone a recipe, you expect them to probably tweak it slightly. That's why we talk about adding salt "to taste" and the like; different ingredients (maybe this brand of evaporated milk has less water content than that brand, or this bouillon has more salt in it than that bouillon, or whatever), different tools (pans, ovens, burners, knives, etc.), different ambient conditions (humidity, temperature, pressure, etc.) and more, mean that you need to taste it and adjust the salt to your preferences, and probably will grow more comfortable with the recipe and what it needs as you become more experienced with cooking it. But you, the person getting that recipe, are going to expect the result to actually be a good meal (or a good dessert or whatever) without needing to cook it five times first and rework the recipe until it actually comes together properly. The first statement is drafting a recipe for others to cook without doing more than cursory testing yourself, [I]because[/I] you know "salt to taste" is in there. The second statement is saying that you've tested this recipe extensively, you are quite sure it achieves the intended result if followed, but folks should still salt to taste. [/QUOTE]
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Circle Magic Concerns In "Heroes Of Faerun"
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