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General Tabletop Discussion
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Complexity as a Barrier to Playing Dungeons & Dragons
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<blockquote data-quote="Herremann the Wise" data-source="post: 5505570" data-attributes="member: 11300"><p>Excellent point.</p><p>Out of interest, I find myself looking more for added "elegant-complexity" and mechanical simulation rather than raw simplification under either basic mechanical or gamist principles. The need for a basic game to break through the complexity barrier is important for novices, but is quickly discarded once one becomes a veteran.</p><p></p><p>This reminds me though of a booklet to play magic the gathering. It was horrendous, even with a play by play walkthrough. Some games are better learnt by playing. An interactive tutorial or even just an educative youtube video would be useful. I think perhaps tackling the "problem" from an education point of view is just as cogent as relaxing the rules/decision/information density of a game.</p><p></p><p>I'm not as sure about this - I think the 4e designers got the number of powers pretty well right for novices - particularly if you print them onto cards. To me, powers gave you a good connection to what was happening or going to happen in the game. It is the periphery of opportunity attacks, the importance of key words and other minutiae less related to the action that would stop a novice in their tracks. At this point, I'm fascinated to see what Paizo does with their basic set.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5505570, member: 11300"] Excellent point. Out of interest, I find myself looking more for added "elegant-complexity" and mechanical simulation rather than raw simplification under either basic mechanical or gamist principles. The need for a basic game to break through the complexity barrier is important for novices, but is quickly discarded once one becomes a veteran. This reminds me though of a booklet to play magic the gathering. It was horrendous, even with a play by play walkthrough. Some games are better learnt by playing. An interactive tutorial or even just an educative youtube video would be useful. I think perhaps tackling the "problem" from an education point of view is just as cogent as relaxing the rules/decision/information density of a game. I'm not as sure about this - I think the 4e designers got the number of powers pretty well right for novices - particularly if you print them onto cards. To me, powers gave you a good connection to what was happening or going to happen in the game. It is the periphery of opportunity attacks, the importance of key words and other minutiae less related to the action that would stop a novice in their tracks. At this point, I'm fascinated to see what Paizo does with their basic set. Best Regards Herremann the Wise [/QUOTE]
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