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<blockquote data-quote="SableWyvern" data-source="post: 9731577" data-attributes="member: 1008"><p>I think there are two different scenarios:</p><p></p><p>If someone is seriously attempting to create a game they expect to distribute and have people outside their group play, then they are unlikely to release a satisfactory product without a reasonable amount of actual experience across the number of games. Certainly, a wide range of experience will be very helpful.</p><p></p><p>On the other hand if someone is designing because they enjoy it, and their group is having fun with it, then they should do whatever they want. I see a lot of people out there who very seriously try to claim that people should not be modifying their games or, if they do, they should gain lots of experience first, must play RAW first, etc.</p><p></p><p>Too many people in the community act like introducing a bad house rule is the end of the world. However, at the end of the day, the worst thing that can happen is that a given hack doesn't work, at which point you adjust and move on, and it's really not a big deal.</p><p></p><p>I am utterly opposed to the idea that there is something wrong with "young people" jumping right into making up their own rules. In fact, while you're young and have less refined tastes is absolutely the right time to start doing that. 'A broken mess of "SO COOL" but in actually it's horribly unbalanced wild west games where little makes sense' can be an absolute blast to play, and I have no idea why anyone would try and claim that someone having fun with such an abomination is doing it wrong.</p><p></p><p>Having played some B/X Stonehell with me, as well as HeroQuest and having access to D&D Essentials, my 11-year-old nephew made a really impressive deathmatch dungeon boardgame. I can see a lot of problems with it, but he's come up with some pretty impressive ideas as well (he is using fixed damage and a damage reduction defence die, which was a really interesting idea he came up with himself). I had fun playing it, he and his siblings have had fun with it, he enjoyed making it, and he's learning what works and what doesn't. It's all win and he absolutely should not have played more and waited before making the game.</p><p></p><p>I will absolutely be encouraging him to continue being creative like that, rather than trying to convince him to only play games RAW until he reaches some arbitrary level of suitable skill and experience.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 9731577, member: 1008"] I think there are two different scenarios: If someone is seriously attempting to create a game they expect to distribute and have people outside their group play, then they are unlikely to release a satisfactory product without a reasonable amount of actual experience across the number of games. Certainly, a wide range of experience will be very helpful. On the other hand if someone is designing because they enjoy it, and their group is having fun with it, then they should do whatever they want. I see a lot of people out there who very seriously try to claim that people should not be modifying their games or, if they do, they should gain lots of experience first, must play RAW first, etc. Too many people in the community act like introducing a bad house rule is the end of the world. However, at the end of the day, the worst thing that can happen is that a given hack doesn't work, at which point you adjust and move on, and it's really not a big deal. I am utterly opposed to the idea that there is something wrong with "young people" jumping right into making up their own rules. In fact, while you're young and have less refined tastes is absolutely the right time to start doing that. 'A broken mess of "SO COOL" but in actually it's horribly unbalanced wild west games where little makes sense' can be an absolute blast to play, and I have no idea why anyone would try and claim that someone having fun with such an abomination is doing it wrong. Having played some B/X Stonehell with me, as well as HeroQuest and having access to D&D Essentials, my 11-year-old nephew made a really impressive deathmatch dungeon boardgame. I can see a lot of problems with it, but he's come up with some pretty impressive ideas as well (he is using fixed damage and a damage reduction defence die, which was a really interesting idea he came up with himself). I had fun playing it, he and his siblings have had fun with it, he enjoyed making it, and he's learning what works and what doesn't. It's all win and he absolutely should not have played more and waited before making the game. I will absolutely be encouraging him to continue being creative like that, rather than trying to convince him to only play games RAW until he reaches some arbitrary level of suitable skill and experience. [/QUOTE]
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