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Games People Play: Looking at the Gaming Aspects of D&D
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<blockquote data-quote="loverdrive" data-source="post: 8988354" data-attributes="member: 7027139"><p>In my experience with Blades, a less "skilled" team that chose a more bruteforce approach would probably accomplish the goal anyway, and the difference between an experienced, good Blades player and a noob is the ability to create intriguing fiction first and foremost.</p><p></p><p></p><p>As of D&D, the thing I'm talking about is this weird self-contradictory idea that players are</p><ul> <li data-xf-list-type="ul">Supposed to learn how enemies work</li> <li data-xf-list-type="ul">Not supposed to look up enemies stats</li> <li data-xf-list-type="ul">Not supposed to acknowledge their knowledge of enemies stats if they already know (e.g. if they're a GM themselves)</li> </ul><p>in completely ludicrous cases, things are taken even further, where players are supposed to anti-metagame and actively avoid attacking trolls with fire.</p><p></p><p>The way I see it, the real game starts once everyone knows the rules and can act with intentionality. Fighting games really start when you know framedata by heart, Dark Souls really starts when you know all the movesets, strategy games really start when you know build orders and common strategies, chess really start when... Before that point, it's just floundering in the kiddy pool.</p><p></p><p></p><p>The same goes for individual adventures: knowledge enables intent. If you don't know what you'll face, charop is dead simple: you just build the best possible character, pick universally useful options and forgo situational ones. Having access to information enables more situational builds that would be suicidal in any other circumstances.</p><p></p><p>This lack of knowledge then has to be compensated through design, both at the system and adventure level. Enemies can't shutdown a particular class; GM has to distribute magic weapons and invent challenges for the PCs (I'm sure that there are better examples, but if you don't take Keen Mind, GM would let you take notes or will remind you stuff anyway).</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8988354, member: 7027139"] In my experience with Blades, a less "skilled" team that chose a more bruteforce approach would probably accomplish the goal anyway, and the difference between an experienced, good Blades player and a noob is the ability to create intriguing fiction first and foremost. As of D&D, the thing I'm talking about is this weird self-contradictory idea that players are [LIST] [*]Supposed to learn how enemies work [*]Not supposed to look up enemies stats [*]Not supposed to acknowledge their knowledge of enemies stats if they already know (e.g. if they're a GM themselves) [/LIST] in completely ludicrous cases, things are taken even further, where players are supposed to anti-metagame and actively avoid attacking trolls with fire. The way I see it, the real game starts once everyone knows the rules and can act with intentionality. Fighting games really start when you know framedata by heart, Dark Souls really starts when you know all the movesets, strategy games really start when you know build orders and common strategies, chess really start when... Before that point, it's just floundering in the kiddy pool. The same goes for individual adventures: knowledge enables intent. If you don't know what you'll face, charop is dead simple: you just build the best possible character, pick universally useful options and forgo situational ones. Having access to information enables more situational builds that would be suicidal in any other circumstances. This lack of knowledge then has to be compensated through design, both at the system and adventure level. Enemies can't shutdown a particular class; GM has to distribute magic weapons and invent challenges for the PCs (I'm sure that there are better examples, but if you don't take Keen Mind, GM would let you take notes or will remind you stuff anyway). [/QUOTE]
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