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Heteroglossia and D&D: Why D&D Speaks in a Multiplicity of Playing Styles
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<blockquote data-quote="Hussar" data-source="post: 8789274" data-attributes="member: 22779"><p>Comparative sales doesn't really apply to well designed, because you have to detail the reason for a particular design. The statement must always be "well designed TO ((Insert design goal here))". That's the problem. People want to skip over the detail part because that's harder to articulate and requires actual knowledge rather than just "Well because I like it". </p><p></p><p>And, to take it further, since you need to detail the goal then even "have a good time" isn't specific enough. I can have a good time sitting on the couch alone with a cat. Errrr, you know what I mean. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>But, if you mean "have a good time creating a shared story with each participant sharing as equally as possible input into that story" then you absolutely can compare one game to another. By the same token, if the goal is to have a good time rolling dice with beer and pretzels, then, probably something like D&D is better designed for that goal than something like My Life with Master or any GURPS product (since GURPS requires SO much rules and involves so much detail that casual play just isn't any fun). </p><p></p><p>That's the whole point about these discussions. No one ever defines the design goals and thus their design parameters are unknowable.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8789274, member: 22779"] Comparative sales doesn't really apply to well designed, because you have to detail the reason for a particular design. The statement must always be "well designed TO ((Insert design goal here))". That's the problem. People want to skip over the detail part because that's harder to articulate and requires actual knowledge rather than just "Well because I like it". And, to take it further, since you need to detail the goal then even "have a good time" isn't specific enough. I can have a good time sitting on the couch alone with a cat. Errrr, you know what I mean. :p But, if you mean "have a good time creating a shared story with each participant sharing as equally as possible input into that story" then you absolutely can compare one game to another. By the same token, if the goal is to have a good time rolling dice with beer and pretzels, then, probably something like D&D is better designed for that goal than something like My Life with Master or any GURPS product (since GURPS requires SO much rules and involves so much detail that casual play just isn't any fun). That's the whole point about these discussions. No one ever defines the design goals and thus their design parameters are unknowable. [/QUOTE]
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Heteroglossia and D&D: Why D&D Speaks in a Multiplicity of Playing Styles
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