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
*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
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="Campbell" data-source="post: 6733076" data-attributes="member: 16586"><p>Separate post because I wanted to address this separately. When I talk about playing a game, but not like playing it I'm not making a negative value judgement on the game being played. Quite the opposite. Changing softer play procedures and directives is as much an act of game design as creating a new playbook for Apocalypse World, making long rests take a week in a safe place in 4e, creating a new character sheet, or even rewriting skill resolution. People should be proud of these games they have designed and value the work they have put in to do so.</p><p></p><p>This is probably not the most popular thing to say, but I believe Rein-Hagen simply made a game that had a compelling premise that utilized a set of play procedures that I believe make for poor play and do not live up to what the game sold itself as. He gets credit for the things he got right, but does not deserve credit for the design work of people who liked the conceptual underpinnings that designed or hacked if you prefer compelling games out of it. The credit for those endeavors should go to the people who did so, and I would love to hear about <strong>their games</strong>. The credit for Apocalypse World belongs to Vincent Baker. The credit for Dungeon World belongs to Sage Latorra and Adam Koebel for the design work that took them from Apocalypse D&D to what Dungeon World has become. The prior work is important to the endeavor, but the end result is due to their creativity, ingenuity, and labor. All design is iterative, but the actual game should be judged on its own in its specific context.</p><p></p><p></p><p> [MENTION=4937]Celebrim[/MENTION],</p><p></p><p>This is an area where I get a little sketchy about my D&D 4e games. I like the games I used material from it to play, but I'm not entirely sold on it as a game. When I played it I utilized a set of very deliberate hacks. Some involved the artifacts of play (changing the rest cycle, cutting out vast swathes of assumed content, using skill challenge hacks, hacking in a set of relationship mechanics). I also used a set of play procedures and goals for play that dramatically shaped the result of play. I enjoyed those games, but I don't know how much credit I can give them for it. I also don't see the tweaks I made to play procedures as fundamentally different in scope to those I made to the mechanics. They were all game design, not professional game design, but game design none the less.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6733076, member: 16586"] Separate post because I wanted to address this separately. When I talk about playing a game, but not like playing it I'm not making a negative value judgement on the game being played. Quite the opposite. Changing softer play procedures and directives is as much an act of game design as creating a new playbook for Apocalypse World, making long rests take a week in a safe place in 4e, creating a new character sheet, or even rewriting skill resolution. People should be proud of these games they have designed and value the work they have put in to do so. This is probably not the most popular thing to say, but I believe Rein-Hagen simply made a game that had a compelling premise that utilized a set of play procedures that I believe make for poor play and do not live up to what the game sold itself as. He gets credit for the things he got right, but does not deserve credit for the design work of people who liked the conceptual underpinnings that designed or hacked if you prefer compelling games out of it. The credit for those endeavors should go to the people who did so, and I would love to hear about [B]their games[/B]. The credit for Apocalypse World belongs to Vincent Baker. The credit for Dungeon World belongs to Sage Latorra and Adam Koebel for the design work that took them from Apocalypse D&D to what Dungeon World has become. The prior work is important to the endeavor, but the end result is due to their creativity, ingenuity, and labor. All design is iterative, but the actual game should be judged on its own in its specific context. [MENTION=4937]Celebrim[/MENTION], This is an area where I get a little sketchy about my D&D 4e games. I like the games I used material from it to play, but I'm not entirely sold on it as a game. When I played it I utilized a set of very deliberate hacks. Some involved the artifacts of play (changing the rest cycle, cutting out vast swathes of assumed content, using skill challenge hacks, hacking in a set of relationship mechanics). I also used a set of play procedures and goals for play that dramatically shaped the result of play. I enjoyed those games, but I don't know how much credit I can give them for it. I also don't see the tweaks I made to play procedures as fundamentally different in scope to those I made to the mechanics. They were all game design, not professional game design, but game design none the less. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Improvisation vs "code-breaking" in D&D
Top