Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Common Pitfalls in Game Design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 9731279" data-attributes="member: 18"><p>Facts not in evidence.</p><p></p><p>Without a source for this claim, I don't think you can rely on it, especially many human cultures used a base-12 system for thousands and thousands of years. I don't think most people "think in base 10" to that degree at all, nor that it impacts what dice work for them even if they do.</p><p></p><p></p><p>Do we though? Seems like the problem is more with "roll 1 die" itself inherently having a lot of problems, not least having a flat probability curve which is not, imho, a good probability curve. I don't think it's an accident that the vast majority of games that aren't explicitly OSR/NSR/D&D-derived use at least two dice</p><p></p><p>So I would say a good example of a "common pitfall" in RPG design is people trying use 1 die systems when what they're actually trying to achieve would work better with two or more dice, or even a dice pool.</p><p></p><p></p><p>But do any games do this? Because I can't think of any. It's not really something you could sell! That's kind of how RP used to work in a lot of IRC chats and the like, back in the day (and still does on some Discords, I hear).</p><p></p><p>With your Doctor Who example, that's trivial to solve, just give people some example character concepts. Those who need them will work from there, those who don't don't. The DM who didn't even offer suggestions was, frankly, not being terribly helpful! Especially as not every concept from across time and space does actually work, tonally, for that kind of game. Anyone who is both an extreme thug and really good at it is going to be a big problem, for example. You could have a Viking warrior, say, but you'd need one who was thoughtful and open to talking, not hitting with axes, or at least basically incompetent (c.f. Erik the Viking). If they just kept going berserk and decorating the interior of the TARDIS with the blood their enemies (and friends, perhaps!), that wouldn't really be cricket now would it?</p><p></p><p>And clearly using more narrative/fictional-positioning-based approaches can bring huge benefits for a lot of game designs (c.f. Daggerheart, or just the fact that PtbA, BitD, Ironsworn, etc. have been insanely successful).</p><p></p><p>I will say, if we're talking common pitfalls, "rules-as-simulation" used to be a common one, but it is pretty damn rare now.</p><p></p><p>I think the biggest common pitfall in TTRPG remains the same as it ever has - failure to keep the goals of your system, what you're trying to achieve vibes-wise and in terms of what works and is rewarded mechanically, in mind when designing the mechanics of the system. I think quite a lot of well-meaning RPGs have smashed on these rocks, including literally every Star Trek RPG.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9731279, member: 18"] Facts not in evidence. Without a source for this claim, I don't think you can rely on it, especially many human cultures used a base-12 system for thousands and thousands of years. I don't think most people "think in base 10" to that degree at all, nor that it impacts what dice work for them even if they do. Do we though? Seems like the problem is more with "roll 1 die" itself inherently having a lot of problems, not least having a flat probability curve which is not, imho, a good probability curve. I don't think it's an accident that the vast majority of games that aren't explicitly OSR/NSR/D&D-derived use at least two dice So I would say a good example of a "common pitfall" in RPG design is people trying use 1 die systems when what they're actually trying to achieve would work better with two or more dice, or even a dice pool. But do any games do this? Because I can't think of any. It's not really something you could sell! That's kind of how RP used to work in a lot of IRC chats and the like, back in the day (and still does on some Discords, I hear). With your Doctor Who example, that's trivial to solve, just give people some example character concepts. Those who need them will work from there, those who don't don't. The DM who didn't even offer suggestions was, frankly, not being terribly helpful! Especially as not every concept from across time and space does actually work, tonally, for that kind of game. Anyone who is both an extreme thug and really good at it is going to be a big problem, for example. You could have a Viking warrior, say, but you'd need one who was thoughtful and open to talking, not hitting with axes, or at least basically incompetent (c.f. Erik the Viking). If they just kept going berserk and decorating the interior of the TARDIS with the blood their enemies (and friends, perhaps!), that wouldn't really be cricket now would it? And clearly using more narrative/fictional-positioning-based approaches can bring huge benefits for a lot of game designs (c.f. Daggerheart, or just the fact that PtbA, BitD, Ironsworn, etc. have been insanely successful). I will say, if we're talking common pitfalls, "rules-as-simulation" used to be a common one, but it is pretty damn rare now. I think the biggest common pitfall in TTRPG remains the same as it ever has - failure to keep the goals of your system, what you're trying to achieve vibes-wise and in terms of what works and is rewarded mechanically, in mind when designing the mechanics of the system. I think quite a lot of well-meaning RPGs have smashed on these rocks, including literally every Star Trek RPG. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Common Pitfalls in Game Design
Top