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<blockquote data-quote="Thomas Shey" data-source="post: 8269815" data-attributes="member: 7026617"><p>While I agree that's true, any argument to the contrary comes down to people being unable to learn what they want and, essentially, mind reading their actual motives. There are cases where trying to draw too many conclusions is not a good idea (how popular the mechanics of D&D proper are is essentially impossible to determine because of the industry footprint and networking factor its had from day one, and some similar processes may occur with some licensed games; other factors so perturb process its essentially impossible to tease them out), but I think to suggest that the design and choices of a system have no significant impact is a trip I can't follow you on.</p><p></p><p></p><p></p><p>I'm absolutely not, as you can see above. But I'm also not accepting that its all about marketing, especially in the modern period.</p><p></p><p></p><p></p><p>Yes. In fact, my name appears in passing in at least two editions of the core book.</p><p></p><p>(Yes, I'm old).</p><p></p><p></p><p></p><p>Its obviously an assertation that's going to be impossible to prove, but given the number of people I've seen over the years express dissatisfaction with the time and tedium taken by pre-prep on such things, I'm fairly comfortable saying its true. I could, of course, have seen an unrepresentative sample but it would be, shall I say, an amazing coincidence.</p><p></p><p></p><p></p><p>I suspect some of them are in your second category; they like the action and process once the heist/caper is going on, its just that they don't feel a need for the whole "flashback-of-how-you-put-this-tool-there". Its not that they don't like the drama, its that they don't want to take much time out to deal with the retroactive explanation as to where they picked up that particular shaped charge they're using right now; its using the shaped charge and what happens afterwards they're focused on.</p><p></p><p>Honestly, its much like the issue with games that want "narration" to get a bonus on certain rolls. Even people who aren't opposed to it in principal just sometimes want to roll the damn dice.</p><p></p><p></p><p></p><p>Possibly so, but if the above and it don't present what I'm talking about, I don't think my trying further is going to do much better.</p><p></p><p></p><p></p><p>Its one of those things I don't like to do with repeated opponents in a supers game because I have the sense at some point I'll likely have to make a decision regarding someone's capability in some area that I may have wanted to think through more, but when I just need someone they're never going to see again, it just doesn't matter enough to bother with; its like listing full skill lists with opponents in a BRP game, even though the context of when you encounter them almost certainly means most of those will never matter even a bit.</p><p></p><p></p><p></p><p>Its abundantly clear some people get a lot of fun out the planning stage. I'm not sure there's much middle ground though, and its hard for it to be a non-trivial part of time consumption (all the worse if multiple planners tend to second-guess each other in any case where a clear favorite about how to do something doesn't shake out). So it can easily turn into a question of "What matters more, these three people's fun or they's three people's tedium?" and I don't think there's any easy answer to that.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8269815, member: 7026617"] While I agree that's true, any argument to the contrary comes down to people being unable to learn what they want and, essentially, mind reading their actual motives. There are cases where trying to draw too many conclusions is not a good idea (how popular the mechanics of D&D proper are is essentially impossible to determine because of the industry footprint and networking factor its had from day one, and some similar processes may occur with some licensed games; other factors so perturb process its essentially impossible to tease them out), but I think to suggest that the design and choices of a system have no significant impact is a trip I can't follow you on. I'm absolutely not, as you can see above. But I'm also not accepting that its all about marketing, especially in the modern period. Yes. In fact, my name appears in passing in at least two editions of the core book. (Yes, I'm old). Its obviously an assertation that's going to be impossible to prove, but given the number of people I've seen over the years express dissatisfaction with the time and tedium taken by pre-prep on such things, I'm fairly comfortable saying its true. I could, of course, have seen an unrepresentative sample but it would be, shall I say, an amazing coincidence. I suspect some of them are in your second category; they like the action and process once the heist/caper is going on, its just that they don't feel a need for the whole "flashback-of-how-you-put-this-tool-there". Its not that they don't like the drama, its that they don't want to take much time out to deal with the retroactive explanation as to where they picked up that particular shaped charge they're using right now; its using the shaped charge and what happens afterwards they're focused on. Honestly, its much like the issue with games that want "narration" to get a bonus on certain rolls. Even people who aren't opposed to it in principal just sometimes want to roll the damn dice. Possibly so, but if the above and it don't present what I'm talking about, I don't think my trying further is going to do much better. Its one of those things I don't like to do with repeated opponents in a supers game because I have the sense at some point I'll likely have to make a decision regarding someone's capability in some area that I may have wanted to think through more, but when I just need someone they're never going to see again, it just doesn't matter enough to bother with; its like listing full skill lists with opponents in a BRP game, even though the context of when you encounter them almost certainly means most of those will never matter even a bit. Its abundantly clear some people get a lot of fun out the planning stage. I'm not sure there's much middle ground though, and its hard for it to be a non-trivial part of time consumption (all the worse if multiple planners tend to second-guess each other in any case where a clear favorite about how to do something doesn't shake out). So it can easily turn into a question of "What matters more, these three people's fun or they's three people's tedium?" and I don't think there's any easy answer to that. [/QUOTE]
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