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="Celebrim" data-source="post: 9731458" data-attributes="member: 4937"><p>1) Skill system doesn't cover all the tasks someone can purpose to do, leading to squinting as to what skill should cover what.</p><p>2) Skill system conversely doesn't cleanly divide tasks so that there is lots of overlap, leading to either arguments over the skill to use or some skills being much more valuable than others because they take up such a large percentage of possible propositions.</p><p>3) The rules set doesn't reward imagining being in the game universe but instead rewards talking about playing the game.</p><p>4) The rules set is breakable in a way that runs contrary to the intentions of the game play, for example, making key aspects of the gameplay irrelevant because its easy to make a character with attributes that let them ignore that aspect of the game.</p><p>5) The skill system has too many skills making being competent too hard.</p><p>6) The game strongly assumes what the game is about even though the setting itself does not make that same assumption leading to situations where the players reasonable and plausible in game choices are invalid because the game says you shouldn't play that way.</p><p>7) The rules set punishes a player for creating a character in an intuitive fashion usually because it is point buy or effectively so and underprices Johnny One Shots. I'd almost go as far as to say, "The game is point buy" since most of such games invariably have arbitrary prices for character features that in no way relate to the actual value obtained in game.</p><p></p><p>Probably some of the worst designed games I've encountered are RIFTS, GURPS, and Vampire: The Masquerade. Ironically, all were successful though for different reasons.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9731458, member: 4937"] 1) Skill system doesn't cover all the tasks someone can purpose to do, leading to squinting as to what skill should cover what. 2) Skill system conversely doesn't cleanly divide tasks so that there is lots of overlap, leading to either arguments over the skill to use or some skills being much more valuable than others because they take up such a large percentage of possible propositions. 3) The rules set doesn't reward imagining being in the game universe but instead rewards talking about playing the game. 4) The rules set is breakable in a way that runs contrary to the intentions of the game play, for example, making key aspects of the gameplay irrelevant because its easy to make a character with attributes that let them ignore that aspect of the game. 5) The skill system has too many skills making being competent too hard. 6) The game strongly assumes what the game is about even though the setting itself does not make that same assumption leading to situations where the players reasonable and plausible in game choices are invalid because the game says you shouldn't play that way. 7) The rules set punishes a player for creating a character in an intuitive fashion usually because it is point buy or effectively so and underprices Johnny One Shots. I'd almost go as far as to say, "The game is point buy" since most of such games invariably have arbitrary prices for character features that in no way relate to the actual value obtained in game. Probably some of the worst designed games I've encountered are RIFTS, GURPS, and Vampire: The Masquerade. Ironically, all were successful though for different reasons. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Common Pitfalls in Game Design
Top