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General Tabletop Discussion
*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="loverdrive" data-source="post: 9751477" data-attributes="member: 7027139"><p>Many things involve skills that can't be measured. That in itself is not a problem or slight against them. But in a context of a <em>game</em>, without a clear measurement of success, what constitutes a "skill" becomes nebulous and "skilled play" becomes meaningless.</p><p></p><p>If we conceptualize a game of skill as a <em>conversation</em>, where you argue your point, like, "I believe this sequence of moves is optimal!" and your opponent answers, like, "Not if you consider <em>this</em>!", then it becomes pretty clear that it just doesn't work in dnd: the conversation is one-sided — player is the only one who has to actually argue their point, while GM can just crush him like a bug regardless of what he's saying.</p><p></p><p>Different groups playing with the same GM measures only one thing: their ability to play with that specific GM. A similar thing can be observed in games build for competitive play: my boyfriend is reasonably good at beating me in fighting games because he's playing against me a lot <span style="font-size: 12px">(hey, it's my sacred duty as a woman to replace man's interests with my own)</span> and had time to learn how I play. He also gets absolutely bodied by players that aren't me.</p><p></p><p>I must stress that a game being skill-based or not isn't a value judgement, but an analysis one. If we don't want to create a game where players can actually play to win, get better, then the lense that we should be using for both the design and the analysis.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9751477, member: 7027139"] Many things involve skills that can't be measured. That in itself is not a problem or slight against them. But in a context of a [I]game[/I], without a clear measurement of success, what constitutes a "skill" becomes nebulous and "skilled play" becomes meaningless. If we conceptualize a game of skill as a [I]conversation[/I], where you argue your point, like, "I believe this sequence of moves is optimal!" and your opponent answers, like, "Not if you consider [I]this[/I]!", then it becomes pretty clear that it just doesn't work in dnd: the conversation is one-sided — player is the only one who has to actually argue their point, while GM can just crush him like a bug regardless of what he's saying. Different groups playing with the same GM measures only one thing: their ability to play with that specific GM. A similar thing can be observed in games build for competitive play: my boyfriend is reasonably good at beating me in fighting games because he's playing against me a lot [SIZE=3](hey, it's my sacred duty as a woman to replace man's interests with my own)[/SIZE] and had time to learn how I play. He also gets absolutely bodied by players that aren't me. I must stress that a game being skill-based or not isn't a value judgement, but an analysis one. If we don't want to create a game where players can actually play to win, get better, then the lense that we should be using for both the design and the analysis. [/QUOTE]
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