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
*Pathfinder & Starfinder
Evolution of Rules, is it really a good thing or not?
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="Li Shenron" data-source="post: 6222282" data-attributes="member: 1465"><p>Evolution in technology is always better at something, although it might at the same time be worse at something else (think about how chemistry has improved basically all crafting industries, but caused new problems related to health and pollution).</p><p></p><p>Games can be classified as technology also, but only partially, because their ultimate goal is entertainment or "fun" which is subjective. There is no way to tell in a vacuum whether a BECMI specific rule or as a whole is better than 3e or 4e equivalent rule or as a whole, because while you could say "rule X is better at simulating case Y realistically", you cannot say "simulating case Y realistically is better than not" without considering its costs, e.g. overcomplicating the game to the point that someone starts believing that simulating less cases is in fact better in general.</p><p></p><p>OTOH, most of the changes each new edition or revision carries, are caused by emerging problems. For instance, using tables for attacks worked, but its slowness of use gradually became annoying to many, and provoked the change to THAC0. That worked better for most people, but after a while it still felt unnecessarily complicated, and was changed to increasing AC. This to me is an example of <em>good</em> evolution, because the benefit is for everyone.</p><p></p><p>There are however other cases where rules should better expand rather than simply change. E.g. an older edition's high lethality (a feature, not a bug) eventually was seen as a problem by a lot of people who simply wanted a different way of playing, where your PC lasts for long so that you can develop a story and some strategies. However this risks invalidating the previous way of playing. The problem could be solved by forking into 2 different games. But there can also be a not so dramatic solution to allow the same game to support both, and this is probably to be found in the 5e concepts of dials and modules. If the game simply shifted from one style (high-lethality, short-lived characters, focus on fear of danger) to the other (low-lethality, long-lived characters, focus on character development) then IMHO this would be something else than good evolution, because it benefits some at the expense of others.</p><p></p><p></p><p></p><p></p><p>Sure but that was a whole change of concept, like from land vehicles to airplanes. I think we're more talking about the evolution of airplanes now.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6222282, member: 1465"] Evolution in technology is always better at something, although it might at the same time be worse at something else (think about how chemistry has improved basically all crafting industries, but caused new problems related to health and pollution). Games can be classified as technology also, but only partially, because their ultimate goal is entertainment or "fun" which is subjective. There is no way to tell in a vacuum whether a BECMI specific rule or as a whole is better than 3e or 4e equivalent rule or as a whole, because while you could say "rule X is better at simulating case Y realistically", you cannot say "simulating case Y realistically is better than not" without considering its costs, e.g. overcomplicating the game to the point that someone starts believing that simulating less cases is in fact better in general. OTOH, most of the changes each new edition or revision carries, are caused by emerging problems. For instance, using tables for attacks worked, but its slowness of use gradually became annoying to many, and provoked the change to THAC0. That worked better for most people, but after a while it still felt unnecessarily complicated, and was changed to increasing AC. This to me is an example of [I]good[/I] evolution, because the benefit is for everyone. There are however other cases where rules should better expand rather than simply change. E.g. an older edition's high lethality (a feature, not a bug) eventually was seen as a problem by a lot of people who simply wanted a different way of playing, where your PC lasts for long so that you can develop a story and some strategies. However this risks invalidating the previous way of playing. The problem could be solved by forking into 2 different games. But there can also be a not so dramatic solution to allow the same game to support both, and this is probably to be found in the 5e concepts of dials and modules. If the game simply shifted from one style (high-lethality, short-lived characters, focus on fear of danger) to the other (low-lethality, long-lived characters, focus on character development) then IMHO this would be something else than good evolution, because it benefits some at the expense of others. Sure but that was a whole change of concept, like from land vehicles to airplanes. I think we're more talking about the evolution of airplanes now. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Evolution of Rules, is it really a good thing or not?
Top