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Have we lost the dungeon?
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<blockquote data-quote="The Shaman" data-source="post: 2271730" data-attributes="member: 26473"><p>"Y'know, ever since we stopped being good at this we haven't been successful. The problem must be that there's no market." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> Absolutely.</p><p></p><p>Many years ago I framed a cartoon for my wife, an elementary school teacher. The cartoon shows a teacher sitting at her desk at the front of the classroom, her M.Ed. prominently displayed on the wall behind her, and two books on her desk: the first a massive tome called <em>How to Teach</em>, the second a skinny little volume titled <em>What to Teach</em>.</p><p></p><p>It seems to me that gamers are presented with volumes and volumes of settings, classes, feats, spells <em>&c.</em> with suggestions on how to incoporate them into a game, and a handful of often-sparse one-or-two page adventures that show how to bring those pieces together for actual game-play. As with the schoolteacher who is all technique and no substance, the proliferation of mechanics has come at the expense of game-play, creating a game where the proportion of time spent on character generation (and, more specifically, optimization) is much higher - arguably too high - to the time spent actually crawling through the dungeon, trekking through the lonely forest, or sneaking down the shadowy alley than it was in the past.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2271730, member: 26473"] "Y'know, ever since we stopped being good at this we haven't been successful. The problem must be that there's no market." :confused: Absolutely. Many years ago I framed a cartoon for my wife, an elementary school teacher. The cartoon shows a teacher sitting at her desk at the front of the classroom, her M.Ed. prominently displayed on the wall behind her, and two books on her desk: the first a massive tome called [i]How to Teach[/i], the second a skinny little volume titled [i]What to Teach[/i]. It seems to me that gamers are presented with volumes and volumes of settings, classes, feats, spells [i]&c.[/i] with suggestions on how to incoporate them into a game, and a handful of often-sparse one-or-two page adventures that show how to bring those pieces together for actual game-play. As with the schoolteacher who is all technique and no substance, the proliferation of mechanics has come at the expense of game-play, creating a game where the proportion of time spent on character generation (and, more specifically, optimization) is much higher - arguably too high - to the time spent actually crawling through the dungeon, trekking through the lonely forest, or sneaking down the shadowy alley than it was in the past. [/QUOTE]
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