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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Thomas Shey" data-source="post: 9598146" data-attributes="member: 7026617"><p>Proportion matters.</p><p></p><p>Most problems that D&D causes are generic RPG problems; they aren't things you can point at individual design to say they're why its happening. That doesn't mean there aren't some--and some are, if not unique to D&D made worse by the fact it carries a lot of expectations other games don't because of its age and footprint--but they tend to not be problems about whole classes of player so much as some choices being at least perceived as being favored/antifavored and people who like those being annoyed about that, but they aren't things that are aimed at whole broad playstyles.</p><p></p><p>But in either case its not a question of raw numbers so much as "how likely is this to cause problems for one or more players in a given group". And most of those are things that are visible enough at a distance with D&D at least.</p><p></p><p>(Yes, you can read me as saying there are things I consider bad design in D&D. Its not a coincidence I haven't used it in decades at this point. But they're different kinds of problems than the ones I'm talking about here).</p><p></p><p></p><p></p><p>Onyx Path has had some particular issues over the years as did their predecessor White Wolf, but they're far from alone; I just use them as they're an example I figure a fair number of people can be familiar with. As I noted to Umbran, there are quite a few games that have made assumptions they baked into their advancement systems that I don't think were entirely thought through as to the impact they could easily have on sociodynamics of tables.</p><p></p><p></p><p></p><p></p><p>Because sometimes you <em>want the second group to use it too</em>. And you certainly in any case don't want that group to resent the first group for overuse.</p><p></p><p>As I said, that one has an easy fix; other problems that land in this area don't have as easy a one, and even this one can be a problem that takes a bit to be obvious causing stressors along the way.</p><p></p><p></p><p></p><p></p><p>If it doesn't occur in other games, its both, and I don't see any sensible way to argue otherwise.</p><p></p><p></p><p></p><p>if you think that's common among gamers, I have to suggest you have had a very selective exposure to same. Heck, it isn't that common <em>outside</em> of games, I don't know why someone would expect it here.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9598146, member: 7026617"] Proportion matters. Most problems that D&D causes are generic RPG problems; they aren't things you can point at individual design to say they're why its happening. That doesn't mean there aren't some--and some are, if not unique to D&D made worse by the fact it carries a lot of expectations other games don't because of its age and footprint--but they tend to not be problems about whole classes of player so much as some choices being at least perceived as being favored/antifavored and people who like those being annoyed about that, but they aren't things that are aimed at whole broad playstyles. But in either case its not a question of raw numbers so much as "how likely is this to cause problems for one or more players in a given group". And most of those are things that are visible enough at a distance with D&D at least. (Yes, you can read me as saying there are things I consider bad design in D&D. Its not a coincidence I haven't used it in decades at this point. But they're different kinds of problems than the ones I'm talking about here). Onyx Path has had some particular issues over the years as did their predecessor White Wolf, but they're far from alone; I just use them as they're an example I figure a fair number of people can be familiar with. As I noted to Umbran, there are quite a few games that have made assumptions they baked into their advancement systems that I don't think were entirely thought through as to the impact they could easily have on sociodynamics of tables. Because sometimes you [I]want the second group to use it too[/I]. And you certainly in any case don't want that group to resent the first group for overuse. As I said, that one has an easy fix; other problems that land in this area don't have as easy a one, and even this one can be a problem that takes a bit to be obvious causing stressors along the way. If it doesn't occur in other games, its both, and I don't see any sensible way to argue otherwise. if you think that's common among gamers, I have to suggest you have had a very selective exposure to same. Heck, it isn't that common [I]outside[/I] of games, I don't know why someone would expect it here. [/QUOTE]
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