Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Human (mis) perception and how it affects gaming
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 6094057" data-attributes="member: 6696971"><p>Sure.</p><p></p><p>With the above I was just talking about Choice Paralysis and Decision Fatigue. </p><p></p><p>Options and decisions are often at tension. People seem to inherently want limitless options, but when they have them it can be subversive to making optimal choices or any choice at all. A paradox.</p><p></p><p>Give an artist no direction, and a certain cross-section will be inhibited in their production. Give them a muse, some theme or a picture to bind their thoughts to, and they may suddenly become prolific and produce multiple works. </p><p></p><p>The same thing applies to certain folks trying to author stories. Give them no "glue" or main idea and they're staggered. Give them some direction (perhaps as little as two elements; maybe a ball point pen and a scream) and suddenly they're writing.</p><p></p><p>The same thing works with consumers. We think we want limitless choices (What's better than choices? MOAR CHOICES!) but we're more likely to make a purchase (and an informed one) when our choices are limited or we have some direction.</p><p></p><p>However, with regards to what I was getting at in the initial post, I was really thinking on the nature of 5e; a core product with a modular interface that is supposed to let you plug in modules which lets you reproduce a creative agenda and a game experience that caters to your tastes. </p><p></p><p>Things such as the below should probably be clearly canvassed for each module:</p><p></p><p>- GM mental overhead or table handling time: If folks (GMs specifically) are wanting a quick and easy play experience, then there should be some rating or at least a proper explanation on how this particular module (be it heavy equipment resource tracking, wounds, mass combat, etc) will work out in play.</p><p></p><p>- PC stance implications: Specifically how resources that expect players to exit actor stance and deploy narrative control work out in play. What they are trying to do and how they affect play experience.</p><p></p><p>- Subjective, scaling DCs for conflict resolution: Specifically what they're trying to do. What they represent (an abstraction of the task within the scope of the conflict/adversity at hand) and what they do not represent (an objective obstacle or testa).</p><p></p><p>Those kinds of things. It seems to me to be a wise thing for the designers to be as transparent as possible about what each module is trying to do, what playstyle/creative agenda it is advocating for, and how much GM mental overhead and table handling time is to be expected with each. Most of us grogs won't have too much trouble sorting it out, but newer players may find themselves sifting through a pile of "stuff" and plugging things in which may yield an incoherent collage of blah that may actively work against each other.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6094057, member: 6696971"] Sure. With the above I was just talking about Choice Paralysis and Decision Fatigue. Options and decisions are often at tension. People seem to inherently want limitless options, but when they have them it can be subversive to making optimal choices or any choice at all. A paradox. Give an artist no direction, and a certain cross-section will be inhibited in their production. Give them a muse, some theme or a picture to bind their thoughts to, and they may suddenly become prolific and produce multiple works. The same thing applies to certain folks trying to author stories. Give them no "glue" or main idea and they're staggered. Give them some direction (perhaps as little as two elements; maybe a ball point pen and a scream) and suddenly they're writing. The same thing works with consumers. We think we want limitless choices (What's better than choices? MOAR CHOICES!) but we're more likely to make a purchase (and an informed one) when our choices are limited or we have some direction. However, with regards to what I was getting at in the initial post, I was really thinking on the nature of 5e; a core product with a modular interface that is supposed to let you plug in modules which lets you reproduce a creative agenda and a game experience that caters to your tastes. Things such as the below should probably be clearly canvassed for each module: - GM mental overhead or table handling time: If folks (GMs specifically) are wanting a quick and easy play experience, then there should be some rating or at least a proper explanation on how this particular module (be it heavy equipment resource tracking, wounds, mass combat, etc) will work out in play. - PC stance implications: Specifically how resources that expect players to exit actor stance and deploy narrative control work out in play. What they are trying to do and how they affect play experience. - Subjective, scaling DCs for conflict resolution: Specifically what they're trying to do. What they represent (an abstraction of the task within the scope of the conflict/adversity at hand) and what they do not represent (an objective obstacle or testa). Those kinds of things. It seems to me to be a wise thing for the designers to be as transparent as possible about what each module is trying to do, what playstyle/creative agenda it is advocating for, and how much GM mental overhead and table handling time is to be expected with each. Most of us grogs won't have too much trouble sorting it out, but newer players may find themselves sifting through a pile of "stuff" and plugging things in which may yield an incoherent collage of blah that may actively work against each other. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Human (mis) perception and how it affects gaming
Top