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Goodman Games: Our Efforts Have Been Mischaracterized
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<blockquote data-quote="Argyle King" data-source="post: 9838725" data-attributes="member: 58416"><p>I have been thinking about this a lot lately due to discussion earlier in the thread because I am someone who strongly dislikes the OSE layout (or at least the adventure pushed forward as the best example of it).</p><p></p><p>While I certainly see the merits of keywords and such, there are a lot of times when the longer descriptions and being able to read something is helpful.</p><p></p><p>In particular, I'm still very new to DCC. Having more information to understand campaign concepts, game rule features of a particular room, or gain a better understanding of how the pieces are meant to flow together has been very helpful. So, while I see the value of the abbreviated information for speed of reference; that speed doesn't help me unless I already have a better understanding of the concepts they are abbreviating.</p><p></p><p>Also, there are encounter concepts for which I feel the OSE approach is poorly suited to try to explain. If a room, encounter, or situation can have several possible states of play (i.e. antagonists who don't stay in one place; rooms that change orientation or shape; branching paths). In those cases, it is helpful to have more information.</p><p></p><p>On the other end of the spectrum, I also play a lot of GURPS. While I love the system and the books are fantastic reference documents for reading about various things, there are certainly times when a better GUI interface or abridged version of information would be nice.</p><p></p><p>I was reading through one of the GURPS Sorcery pdfs written by Jason 'PK' Levine, and the format he uses to write out the Sorcery spells is a nice mix of everything I need. At the beginning, there is a short set of labels and keywords. Right after that comes the prose description. Then, at the end, is the under-the-hood nuts and bolts of GURPS mechanics for those who want to see how exactly things were put together.</p><p></p><p>Writing out spell descriptions is a different thing from rooms or encounters, I believe how he writes things out is a good illustration of how you might still do what DCC does while still incorporating elements that allow for quickly referencing key information.</p><p></p><p>Edit: cleaned up some grammar and spelling for clarity</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9838725, member: 58416"] I have been thinking about this a lot lately due to discussion earlier in the thread because I am someone who strongly dislikes the OSE layout (or at least the adventure pushed forward as the best example of it). While I certainly see the merits of keywords and such, there are a lot of times when the longer descriptions and being able to read something is helpful. In particular, I'm still very new to DCC. Having more information to understand campaign concepts, game rule features of a particular room, or gain a better understanding of how the pieces are meant to flow together has been very helpful. So, while I see the value of the abbreviated information for speed of reference; that speed doesn't help me unless I already have a better understanding of the concepts they are abbreviating. Also, there are encounter concepts for which I feel the OSE approach is poorly suited to try to explain. If a room, encounter, or situation can have several possible states of play (i.e. antagonists who don't stay in one place; rooms that change orientation or shape; branching paths). In those cases, it is helpful to have more information. On the other end of the spectrum, I also play a lot of GURPS. While I love the system and the books are fantastic reference documents for reading about various things, there are certainly times when a better GUI interface or abridged version of information would be nice. I was reading through one of the GURPS Sorcery pdfs written by Jason 'PK' Levine, and the format he uses to write out the Sorcery spells is a nice mix of everything I need. At the beginning, there is a short set of labels and keywords. Right after that comes the prose description. Then, at the end, is the under-the-hood nuts and bolts of GURPS mechanics for those who want to see how exactly things were put together. Writing out spell descriptions is a different thing from rooms or encounters, I believe how he writes things out is a good illustration of how you might still do what DCC does while still incorporating elements that allow for quickly referencing key information. Edit: cleaned up some grammar and spelling for clarity [/QUOTE]
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