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Comments on Noonan's thoughts on Monsters
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<blockquote data-quote="Cadfan" data-source="post: 3781823" data-attributes="member: 40961"><p>As a general rule, comments like yours shock me in apparently the same way as Mr. Noonan's comments shock you. I read them and instantly question whether the writer is competent to comment upon game design. Look at your underlying logical structure: "I don't have problem X or Y because of countermeasures A, B, and C, therefore anyone who sees problem X or Y in the rule set is incompetent." That alone makes me suspect that you should avoid designing games. In my not so humble opinion, recognizing commonly occurring difficulties in a rule set, seeing what users do to avoid these difficulties, and analyzing whether different design might avoid these difficulties altogether is a fundamental part of good game design and good playtesting.</p><p></p><p>The rest of your post contains a lengthy list of pre game preparation you engage in that you feel allows you to avoid the problems Mr. Noonan listed. I am glad for you if this preparation does the trick. However, I consider the need for that degree of preparation for a simple combat encounter to be a design flaw in a game where 4+ combat encounters are expected per session and where player freedom sometimes prevents complete advance preparation from occurring.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 3781823, member: 40961"] As a general rule, comments like yours shock me in apparently the same way as Mr. Noonan's comments shock you. I read them and instantly question whether the writer is competent to comment upon game design. Look at your underlying logical structure: "I don't have problem X or Y because of countermeasures A, B, and C, therefore anyone who sees problem X or Y in the rule set is incompetent." That alone makes me suspect that you should avoid designing games. In my not so humble opinion, recognizing commonly occurring difficulties in a rule set, seeing what users do to avoid these difficulties, and analyzing whether different design might avoid these difficulties altogether is a fundamental part of good game design and good playtesting. The rest of your post contains a lengthy list of pre game preparation you engage in that you feel allows you to avoid the problems Mr. Noonan listed. I am glad for you if this preparation does the trick. However, I consider the need for that degree of preparation for a simple combat encounter to be a design flaw in a game where 4+ combat encounters are expected per session and where player freedom sometimes prevents complete advance preparation from occurring. [/QUOTE]
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