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*Dungeons & Dragons
D&D Editions: Anybody Else Feel Like They Don't Fit In?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9637930" data-attributes="member: 6790260"><p>Do you understand, then, that this specific sentiment is why you will--always--get pushback?</p><p></p><p>"I don't mind <em>those people</em> being excluded from the hobby" becomes "I don't mind <em>you</em> being excluded from the hobby" when the preference you're talking about is widespread and more common than your own preference.</p><p></p><p>That's the problem here. You don't care whether a preference opposite your own is allowed on the playground or not. And that will <em>absolutely guaranteed ALWAYS</em> get pushback.</p><p></p><p>It's one of the reasons why I make such a priority, even when I stridently argue against something, to listen in order to <em>understand</em>, rather than to listen merely in order to <em>reply</em>. I don't do the best job. Hell, I probably do an outright poop job of it. But I am trying, because that's how we build legitimately better systems--better not because way A is superior to way B, but because it is possible in many (perhaps most!) cases to build a system that truly does support both way A and way B fairly and effectively.</p><p></p><p></p><p>And this is the second thing that will get you a ton of pushback.</p><p></p><p><em>Why should a brand-new person stick through that trial-and-error?</em></p><p></p><p>That's the thing you're not explaining here. Why should they <em>bother</em> with something that requires literal years of trial-and-error before they develop the gut-instinct required to make a system work properly? What value are they getting during those years, apart from "very slow accretion of intuition", that makes this process worthwhile?</p><p></p><p>Because from where I'm sitting, this is like telling someone, "Well it gets good once you've played for 500 hours" when they complain that the beginning isn't fun. Their reply, in nearly all cases, is going to be, "Why should I do this, then, when I can get 500 hours of <em>actually having fun</em> doing something else?"</p><p></p><p>Note that I'm not defending the ridiculous, risible notion that games should be instantly 100% amaze-balls fun from the first instant. It's okay for a game to require <em>some</em> time to grow and develop. I'm instead putting forward the rather more modest assertion that this lead-up, grow-and-develop period should be not just temporary, it should be as short as the designers can reasonably make it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9637930, member: 6790260"] Do you understand, then, that this specific sentiment is why you will--always--get pushback? "I don't mind [I]those people[/I] being excluded from the hobby" becomes "I don't mind [I]you[/I] being excluded from the hobby" when the preference you're talking about is widespread and more common than your own preference. That's the problem here. You don't care whether a preference opposite your own is allowed on the playground or not. And that will [I]absolutely guaranteed ALWAYS[/I] get pushback. It's one of the reasons why I make such a priority, even when I stridently argue against something, to listen in order to [I]understand[/I], rather than to listen merely in order to [I]reply[/I]. I don't do the best job. Hell, I probably do an outright poop job of it. But I am trying, because that's how we build legitimately better systems--better not because way A is superior to way B, but because it is possible in many (perhaps most!) cases to build a system that truly does support both way A and way B fairly and effectively. And this is the second thing that will get you a ton of pushback. [I]Why should a brand-new person stick through that trial-and-error?[/I] That's the thing you're not explaining here. Why should they [I]bother[/I] with something that requires literal years of trial-and-error before they develop the gut-instinct required to make a system work properly? What value are they getting during those years, apart from "very slow accretion of intuition", that makes this process worthwhile? Because from where I'm sitting, this is like telling someone, "Well it gets good once you've played for 500 hours" when they complain that the beginning isn't fun. Their reply, in nearly all cases, is going to be, "Why should I do this, then, when I can get 500 hours of [I]actually having fun[/I] doing something else?" Note that I'm not defending the ridiculous, risible notion that games should be instantly 100% amaze-balls fun from the first instant. It's okay for a game to require [I]some[/I] time to grow and develop. I'm instead putting forward the rather more modest assertion that this lead-up, grow-and-develop period should be not just temporary, it should be as short as the designers can reasonably make it. [/QUOTE]
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