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Game design has "moved on"
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<blockquote data-quote="Bedrockgames" data-source="post: 6230060" data-attributes="member: 85555"><p>But you are just saying you dont like vagueness and it is therefore bad designs. Others have shown why it can be useful. It allows for flexibility within the circumstances of the game. One way to designdrules light is to privide concrete principles that can be applied across the board consistently. Another is to leave things more in the hands of individual gm and group interpretation. That allows the dro play the game in a way they like (they might like that hazardous means characters die, while another group. Like it to mean something much less lethal). </p><p></p><p>I think the 2E jump rules and 3E jump rules are a perfect example. 3E has clarity but its much more to remember. 2E worked better for me, because its more in the hands of the individual gm, with less stuff to remember or look up. Again, you can assert this is bad design all you want. That doesn't maje it si, when there are so many people who prefer this sort of vagueness.</p><p></p><p>now I am happy to play both types of games. 3E is great at what it does. But that isnt the only way to design a game. They both offer very different play experiences. But both are valid forms if design because they both meet needs that are out there.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6230060, member: 85555"] But you are just saying you dont like vagueness and it is therefore bad designs. Others have shown why it can be useful. It allows for flexibility within the circumstances of the game. One way to designdrules light is to privide concrete principles that can be applied across the board consistently. Another is to leave things more in the hands of individual gm and group interpretation. That allows the dro play the game in a way they like (they might like that hazardous means characters die, while another group. Like it to mean something much less lethal). I think the 2E jump rules and 3E jump rules are a perfect example. 3E has clarity but its much more to remember. 2E worked better for me, because its more in the hands of the individual gm, with less stuff to remember or look up. Again, you can assert this is bad design all you want. That doesn't maje it si, when there are so many people who prefer this sort of vagueness. now I am happy to play both types of games. 3E is great at what it does. But that isnt the only way to design a game. They both offer very different play experiences. But both are valid forms if design because they both meet needs that are out there. [/QUOTE]
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