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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Campbell" data-source="post: 6729559" data-attributes="member: 16586"><p>Those statements were put out not as conclusions, but as something to consider and discuss.</p><p></p><p>Here's my take: We very much do need to deal with that as a reality. Cognitive biases, emotional responses, and conflicting priorities are very much a real thing. That doesn't mean we shouldn't try to tame that jumbled mess. Principled play is important precisely because of this reality. We're never really going to eliminate cognitive biases, and I'm not entirely sure we should. Still there definitely is value in mitigating them sometimes.</p><p></p><p>I feel like when you let one part of running the game have too dramatic an impact on the others it starts to mask deficiencies. The pain I feel when I frame a boring scene or design a lopsided combat encounter is important, and lessening that impact in adjudication hinders my ability to see that. Likewise if I mask a poor ruling by changing up content midstream it's hard for me to see that impact in a meaningful way that will improve my rulings in the future. Pain is part of the process. I might slightly improve play in the moment, but it hurts my ability to improve the way I run the game in the long term. It's all about being as honest as I can with myself, honing my skills, and improving the bell curve of play.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6729559, member: 16586"] Those statements were put out not as conclusions, but as something to consider and discuss. Here's my take: We very much do need to deal with that as a reality. Cognitive biases, emotional responses, and conflicting priorities are very much a real thing. That doesn't mean we shouldn't try to tame that jumbled mess. Principled play is important precisely because of this reality. We're never really going to eliminate cognitive biases, and I'm not entirely sure we should. Still there definitely is value in mitigating them sometimes. I feel like when you let one part of running the game have too dramatic an impact on the others it starts to mask deficiencies. The pain I feel when I frame a boring scene or design a lopsided combat encounter is important, and lessening that impact in adjudication hinders my ability to see that. Likewise if I mask a poor ruling by changing up content midstream it's hard for me to see that impact in a meaningful way that will improve my rulings in the future. Pain is part of the process. I might slightly improve play in the moment, but it hurts my ability to improve the way I run the game in the long term. It's all about being as honest as I can with myself, honing my skills, and improving the bell curve of play. [/QUOTE]
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