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How hard is learning a new TTRPG system?
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<blockquote data-quote="John Dallman" data-source="post: 9202645" data-attributes="member: 6999616"><p>Learning new systems isn't usually hard, but bad decisions at the editing stage can be a real problem. The last new-to-me system I learned was <strong><em>Unknown Armies</em></strong>, where a lot of the character sheet is about the mental wear and tear the characters suffer. What would be a SAN number in CoC has as much detail as everything else on the character sheet. However, the terminology about the categories of boxes that you mark off as you deteriorate is somewhat confusing, and we found that we were constantly asking the GM "Which column? Which row?" If there was an underlying logic, it remained opaque to us after 10+ sessions. </p><p></p><p>When there are a lot of terms-of-art that have closely related meanings in everyday language, they need to be categorised Very Clearly Indeed if people who use them a few hours a week for relaxation are to find that easy.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9202645, member: 6999616"] Learning new systems isn't usually hard, but bad decisions at the editing stage can be a real problem. The last new-to-me system I learned was [B][I]Unknown Armies[/I][/B], where a lot of the character sheet is about the mental wear and tear the characters suffer. What would be a SAN number in CoC has as much detail as everything else on the character sheet. However, the terminology about the categories of boxes that you mark off as you deteriorate is somewhat confusing, and we found that we were constantly asking the GM "Which column? Which row?" If there was an underlying logic, it remained opaque to us after 10+ sessions. When there are a lot of terms-of-art that have closely related meanings in everyday language, they need to be categorised Very Clearly Indeed if people who use them a few hours a week for relaxation are to find that easy. [/QUOTE]
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