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<blockquote data-quote="ExploderWizard" data-source="post: 6257497" data-attributes="member: 66434"><p style="margin-left: 20px"></p> <p style="margin-left: 20px">[originally posted by <strong>Minigiant</strong> in a recently closed thread]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Well the orc isn't a PC, so 99% of the time no one spent twenty plus minutes creating it and planning to role play it long term. So no.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>But you can't one shot an orc in Next anyway. They have the Relentless feature.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>Essentially MM has been in his speech, writing, and game design saying that having a PC do nothing before it dies is bad or unfun.</em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em>It is a core question of Next's design. Do we keep a traditional aspect of gameplay even if it is unfun?</em></p> <p style="margin-left: 20px"><em>Doing nothing in a fight because you missed attacks the whole (very short) fight is not fun. Do we keep it? </em></p> <p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em></em>[ End quote]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This is an interesting topic of its own and I would like to continue the discussion about the decision making process that determines what is, or isn't fun, with regard to the design of D&D next. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It is not my intent to try and re-open the whole damage on a miss debate, so PLEASE lets keep this on topic. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">What is, or is not perceived as fun informs a wide variety of design decisions. Everything from combat lethality, encumbrance & resource tracking, and the inclusion of at-will magical abilities is tied to a particular vision of what "fun" is, measured in some objective fashion. The various assumptions about fun throughout the 40 year history of D&D have come to define the feel of play as well as the actual objectives of the same. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">We cannot have any common ground regarding what is fun until the objectives of play are identified. Beyond "having fun" (which is like a snake eating its own tail in the quest to ultimately define fun via play objective criteria) what are the features of gameplay that draw you into the activity rather than doing something else that is also fun? For those of us involved enough with D&D to spend time in places like this discussing it, along with the hours we spend preparing and running these games there <em>has </em>to be elements that we can identify that are the reason we spend so much of our time doing THIS for fun instead of other things. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So lets start with that. What I find so fun that keeps drawing me in is the excitement and unpredictability of emergent gameplay and how enjoyable that is to share with others. That we can collectively imagine such entertaining scenarios, that can literally go anywhere, without the aid of technology. Returning time and time again to look for answer to: what happens now? </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Lets hear some other opinions about what is most fun about the D&D experience. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6257497, member: 66434"] [INDENT] [originally posted by [B]Minigiant[/B] in a recently closed thread] [I]Well the orc isn't a PC, so 99% of the time no one spent twenty plus minutes creating it and planning to role play it long term. So no. But you can't one shot an orc in Next anyway. They have the Relentless feature. Essentially MM has been in his speech, writing, and game design saying that having a PC do nothing before it dies is bad or unfun. It is a core question of Next's design. Do we keep a traditional aspect of gameplay even if it is unfun? Doing nothing in a fight because you missed attacks the whole (very short) fight is not fun. Do we keep it? [/I][ End quote] This is an interesting topic of its own and I would like to continue the discussion about the decision making process that determines what is, or isn't fun, with regard to the design of D&D next. It is not my intent to try and re-open the whole damage on a miss debate, so PLEASE lets keep this on topic. What is, or is not perceived as fun informs a wide variety of design decisions. Everything from combat lethality, encumbrance & resource tracking, and the inclusion of at-will magical abilities is tied to a particular vision of what "fun" is, measured in some objective fashion. The various assumptions about fun throughout the 40 year history of D&D have come to define the feel of play as well as the actual objectives of the same. We cannot have any common ground regarding what is fun until the objectives of play are identified. Beyond "having fun" (which is like a snake eating its own tail in the quest to ultimately define fun via play objective criteria) what are the features of gameplay that draw you into the activity rather than doing something else that is also fun? For those of us involved enough with D&D to spend time in places like this discussing it, along with the hours we spend preparing and running these games there [I]has [/I]to be elements that we can identify that are the reason we spend so much of our time doing THIS for fun instead of other things. So lets start with that. What I find so fun that keeps drawing me in is the excitement and unpredictability of emergent gameplay and how enjoyable that is to share with others. That we can collectively imagine such entertaining scenarios, that can literally go anywhere, without the aid of technology. Returning time and time again to look for answer to: what happens now? Lets hear some other opinions about what is most fun about the D&D experience. [/INDENT] [/QUOTE]
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