Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9237944" data-attributes="member: 6790260"><p>You can count me among those who think "bounded accuracy" was actually a pretty bad move. Partially because it's mostly not actually having that much to do with <em>accuracy</em>, and because it really isn't anywhere near as "bounded" as people think, so it ends up being...not really much of anything. It doesn't even rise to the level of a design goal, since 5e violates "bounded" accuracy quite readily if you know where to look, and has done so since at least midway through the original playtest. (Anyone remember the "mid-level Rogue has only slightly less than even chance to tell a lie to <em>the Prince of Lies himself</em>" thing? Pepperidge Farm remembers.)</p><p></p><p></p><p>Oh, you'll never see that with 5e. We have yet to see 5.5e, so things might change there, but you'd never have seen a product like this for 5e. The obfuscation was never an accident. It was the goal from the beginning. By pretending it doesn't have any specific goals or purposes (even though it surely does, quite specific ones in many cases), they can maintain the <em>appearance</em> of being a big tent, of inviting folks back in. And then, under the excuse of it being a "toolkit" (despite the many ways it actively resists being used as such), of "kitbashing" or "homebrewing," they can rely on the players themselves to actually do the design (re)work required.</p><p></p><p>It's quite tidy, actually. Never commit to anything, never give more than wishy-washy "well you can do X, or you can do opposite-of-X, or something in between! It's up to you!", with a steady injection of people literally doing the design work to make stuff happen in the first place, and you can have your cake and eat it to. It can be almost everything to almost everyone, because you avoid drawing attention to how much work they do to <em>make</em> it be everything they want.</p><p></p><p>Folks like [USER=6747251]@Micah Sweet[/USER] are generally on board for the general shape and overall kind of game experience 5e offers--but they've realized how little the offered system does to support that experience. That's why they've become rather more jaded about "official" 5e and much more attached to the many 3PP books that rewrite it. (I'd also argue that that's what happened with the folks at Critical Role and, AIUI, several other actual play podcast groups out there; that's why most of them have moved on to other systems or, in some cases, designed their own system.)</p><p></p><p></p><p>Should they, if they wish to improve the design of the game? Yes. Because being clear about your design intent is essential for getting effective feedback. If you don't know <em>why</em> something exists, you cannot meaningfully critique whether it's doing its job, to say nothing of how well it does that job.</p><p></p><p>Should they, if they wish to move units? <em>Hell</em> no. As soon as you speak frankly with your userbase, they'll fight you tooth and nail about it. Doesn't matter if you're literally just making explicit what has been implicit and intended for decades. Doesn't matter if what you're doing is <em>literally</em> what their own community conclusions have been for that span of time. As soon as you cross the line, as soon as you actually do stuff openly and above board, you've committed the cardinal sin of <em>telling them what to do</em>.</p><p></p><p>Of course, you've <em>been</em> telling them what to do from the very beginning, since that's what game rules are, literally the instructions for how to play. But as soon as you <em>show</em> that, oh boy, a vocal minority of the fanbase will be on you like stink on poop, and they are extremely adept at whipping up a frenzy amongst far less invested players.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9237944, member: 6790260"] You can count me among those who think "bounded accuracy" was actually a pretty bad move. Partially because it's mostly not actually having that much to do with [I]accuracy[/I], and because it really isn't anywhere near as "bounded" as people think, so it ends up being...not really much of anything. It doesn't even rise to the level of a design goal, since 5e violates "bounded" accuracy quite readily if you know where to look, and has done so since at least midway through the original playtest. (Anyone remember the "mid-level Rogue has only slightly less than even chance to tell a lie to [I]the Prince of Lies himself[/I]" thing? Pepperidge Farm remembers.) Oh, you'll never see that with 5e. We have yet to see 5.5e, so things might change there, but you'd never have seen a product like this for 5e. The obfuscation was never an accident. It was the goal from the beginning. By pretending it doesn't have any specific goals or purposes (even though it surely does, quite specific ones in many cases), they can maintain the [I]appearance[/I] of being a big tent, of inviting folks back in. And then, under the excuse of it being a "toolkit" (despite the many ways it actively resists being used as such), of "kitbashing" or "homebrewing," they can rely on the players themselves to actually do the design (re)work required. It's quite tidy, actually. Never commit to anything, never give more than wishy-washy "well you can do X, or you can do opposite-of-X, or something in between! It's up to you!", with a steady injection of people literally doing the design work to make stuff happen in the first place, and you can have your cake and eat it to. It can be almost everything to almost everyone, because you avoid drawing attention to how much work they do to [I]make[/I] it be everything they want. Folks like [USER=6747251]@Micah Sweet[/USER] are generally on board for the general shape and overall kind of game experience 5e offers--but they've realized how little the offered system does to support that experience. That's why they've become rather more jaded about "official" 5e and much more attached to the many 3PP books that rewrite it. (I'd also argue that that's what happened with the folks at Critical Role and, AIUI, several other actual play podcast groups out there; that's why most of them have moved on to other systems or, in some cases, designed their own system.) Should they, if they wish to improve the design of the game? Yes. Because being clear about your design intent is essential for getting effective feedback. If you don't know [I]why[/I] something exists, you cannot meaningfully critique whether it's doing its job, to say nothing of how well it does that job. Should they, if they wish to move units? [I]Hell[/I] no. As soon as you speak frankly with your userbase, they'll fight you tooth and nail about it. Doesn't matter if you're literally just making explicit what has been implicit and intended for decades. Doesn't matter if what you're doing is [I]literally[/I] what their own community conclusions have been for that span of time. As soon as you cross the line, as soon as you actually do stuff openly and above board, you've committed the cardinal sin of [I]telling them what to do[/I]. Of course, you've [I]been[/I] telling them what to do from the very beginning, since that's what game rules are, literally the instructions for how to play. But as soon as you [I]show[/I] that, oh boy, a vocal minority of the fanbase will be on you like stink on poop, and they are extremely adept at whipping up a frenzy amongst far less invested players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
Top