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ENWorld is better that the pundits…change my mind
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<blockquote data-quote="EzekielRaiden" data-source="post: 9803544" data-attributes="member: 6790260"><p>Okay.</p><p></p><p>Do you agree that games are designed for one or more purposes, that is, that there are wiser choices and less wise choices, and the designer chooses which things are given incentives and which things are given disincentives?</p><p></p><p>So, for example, a hockey player wants to get the puck into the <em>opposite</em> goal, not their own goal, and punching someone's lights out is forbidden on pain of temporary (or perhaps more permanent) exclusion. Or, to use a relatively simple D&D example, when you run from melee with an enemy, that enemy gets an opportunity attack, because the game makers want to discourage that behavior for various reasons, but conversely they want <em>some</em> fluidity, so a given creature can only make one OA per round.</p><p></p><p>These are fairly "close to the rules" examples, so to be clear, I'm not claiming that D&D is designed for the rather daft purpose of <em>merely</em> enabling OAs. Instead, I'm using this as an example of the claim that D&D (like any game) is made for some particular purposes, and its designers intentionally chose to reward some behaviors and punish others, sometimes richly/harshly respectively.</p><p></p><p>Do you agree that at least D&D is designed with some set of purposes, that players are rewarded for pursuing and (potentially) punished for avoiding or opposing?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9803544, member: 6790260"] Okay. Do you agree that games are designed for one or more purposes, that is, that there are wiser choices and less wise choices, and the designer chooses which things are given incentives and which things are given disincentives? So, for example, a hockey player wants to get the puck into the [I]opposite[/I] goal, not their own goal, and punching someone's lights out is forbidden on pain of temporary (or perhaps more permanent) exclusion. Or, to use a relatively simple D&D example, when you run from melee with an enemy, that enemy gets an opportunity attack, because the game makers want to discourage that behavior for various reasons, but conversely they want [I]some[/I] fluidity, so a given creature can only make one OA per round. These are fairly "close to the rules" examples, so to be clear, I'm not claiming that D&D is designed for the rather daft purpose of [I]merely[/I] enabling OAs. Instead, I'm using this as an example of the claim that D&D (like any game) is made for some particular purposes, and its designers intentionally chose to reward some behaviors and punish others, sometimes richly/harshly respectively. Do you agree that at least D&D is designed with some set of purposes, that players are rewarded for pursuing and (potentially) punished for avoiding or opposing? [/QUOTE]
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