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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Quickleaf" data-source="post: 9235827" data-attributes="member: 20323"><p>110% yes, I think about player experiences during prep, and play, and I bring it up during session zero.</p><p></p><p>My personal view is D&D doesn't follow-through enough on this for my tastes. The goals may be there, but the follow-through isn't...or perhaps the goals become too compartmentalized by a large team or diluted by having to have mass appeal.</p><p></p><p>But it's also hard to achieve the player experience you define early in a design. For instance, if you think about "dead time between player turns" as a thing we want to avoid because it's a boring experience for players, well, you can achieve that in different ways...</p><p></p><p>You can give everyone reactions (the 4e approach), but then you're in a balancing act because now everyone can do things between turns, but the time between turns has also increased.</p><p></p><p>You can rethink initiative and the whole turn order question (e.g. declare / "football huddle") to emphasize teamwork, but then you have a whole other host of questions you'll need to tackle.</p><p></p><p>You can create a resolution mechanic (e.g. Jenga tower in Dredd) that inspires tension and resolves lightning fast, but then you may be sacrificing the long-term "campaign" playability of the system.</p><p></p><p>But no matter which of these approaches you take, you're probably NOT going to design a spell like <em>Animate Objects </em>or<em> Conjure Animals, </em>which can triple the turn length of one player.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9235827, member: 20323"] 110% yes, I think about player experiences during prep, and play, and I bring it up during session zero. My personal view is D&D doesn't follow-through enough on this for my tastes. The goals may be there, but the follow-through isn't...or perhaps the goals become too compartmentalized by a large team or diluted by having to have mass appeal. But it's also hard to achieve the player experience you define early in a design. For instance, if you think about "dead time between player turns" as a thing we want to avoid because it's a boring experience for players, well, you can achieve that in different ways... You can give everyone reactions (the 4e approach), but then you're in a balancing act because now everyone can do things between turns, but the time between turns has also increased. You can rethink initiative and the whole turn order question (e.g. declare / "football huddle") to emphasize teamwork, but then you have a whole other host of questions you'll need to tackle. You can create a resolution mechanic (e.g. Jenga tower in Dredd) that inspires tension and resolves lightning fast, but then you may be sacrificing the long-term "campaign" playability of the system. But no matter which of these approaches you take, you're probably NOT going to design a spell like [I]Animate Objects [/I]or[I] Conjure Animals, [/I]which can triple the turn length of one player. [/QUOTE]
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