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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="howandwhy99" data-source="post: 6733683" data-attributes="member: 3192"><p>I've looked at it before. It's a "skill check game", i.e. a "Check game". In other words, a game based on a mechanic that is in no way a game mechanic. There are no such things as "checks" in games. </p><p></p><p>But those are only some of what the text calls its "system". It actually does include pieces for potential game boards designs which are required to be put together prior to play, though I don't know if the designer actually knows why, how such are balanced, or that the pieces themselves have to come from a deeper design.</p><p></p><p>Another issue is he doesn't know what he's supposed to be designing for a game to be a roleplaying game. Character as personality (attributes!?) and stories have nothing to do with either roleplaying or games.</p><p></p><p>Ultimately it is only a partial game system, so it's a broken game at best with plenty of "rules" which needs to be stripped away as they don't refer any kind of actually existing design. But it could be fixed. It looks like it was a lot of work and a passion project. To his credit, it's a hell of a lot closer to an actual game than (almost) everything else with the RPG label.</p><p></p><p>You're so completely wrong, you have idea what playing a game is. You're still stuck in "games are fiction, and narratives, and we create them, and..." That's all dogma and not the first through last reasons why anyone ever plays a game. </p><p></p><p><u>Here are some clues for you</u>:</p><ul> <li data-xf-list-type="ul">The game is the actual design either in our brain, on a board, or elsewhere. </li> <li data-xf-list-type="ul">Moving in a game is referring to the actual movements of pieces on a gameboard. It is actual manipulation of the pattern.</li> <li data-xf-list-type="ul">A player record sheet is simply a series of scores referring to a small portion of the game behind the screen for the DM. Those scores refer to current designs in the game.</li> <li data-xf-list-type="ul">They only behavior required of at least every single game is pattern recognition, for the players this begins by being conjured up in the imagination and checking it with prior imaginings. </li> <li data-xf-list-type="ul">Experience Points are the scores for individual D&D players. Like all games they track actual accomplishments in the world the design is but a part of. This is blatantly obvious in sports, but brain sports like D&D are just as real.</li> <li data-xf-list-type="ul">The mechanics are parts of the actual design that is the game and manifested in things like gameboards and game pieces. Just like a Rubik's Cube is an actual thing, it is a puzzle when we attempt to discover its underlying solution. It is also a game whenever we attempt to accomplish a goal within it alone. (Meaning more people treat Rubik's Cubes like games than puzzles than not when seeking just an end in them.)</li> <li data-xf-list-type="ul">Scoring occurs whenever goals are achieved within a game. It is very similar to solving a puzzle, but players simply solve a part. Moving a a Rubik's Cube so one side is all same color is scoring in the game trying to get all sides the same color. (As this goal is not solving the underlying pattern, this isn't puzzle solving) In this way, moving a Rubik's Cube to attain a full side is scoring - whether tracked or not - as it is the improving progress towards the predetermined objective of all sides the same color. Mix that side up again and that score would be lost as what it referred to stops being the case.</li> </ul><p></p><p>And you are completely wrong to believe that and then think you know the first thing about games.</p><p></p><p> Of course, you want games to be "fictions" so you can tell a story, not play a game. FYI, <u>code breaking is game play</u>. And there are no such thing as stories or fictions.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6733683, member: 3192"] I've looked at it before. It's a "skill check game", i.e. a "Check game". In other words, a game based on a mechanic that is in no way a game mechanic. There are no such things as "checks" in games. But those are only some of what the text calls its "system". It actually does include pieces for potential game boards designs which are required to be put together prior to play, though I don't know if the designer actually knows why, how such are balanced, or that the pieces themselves have to come from a deeper design. Another issue is he doesn't know what he's supposed to be designing for a game to be a roleplaying game. Character as personality (attributes!?) and stories have nothing to do with either roleplaying or games. Ultimately it is only a partial game system, so it's a broken game at best with plenty of "rules" which needs to be stripped away as they don't refer any kind of actually existing design. But it could be fixed. It looks like it was a lot of work and a passion project. To his credit, it's a hell of a lot closer to an actual game than (almost) everything else with the RPG label. You're so completely wrong, you have idea what playing a game is. You're still stuck in "games are fiction, and narratives, and we create them, and..." That's all dogma and not the first through last reasons why anyone ever plays a game. [U]Here are some clues for you[/U]: [LIST][*]The game is the actual design either in our brain, on a board, or elsewhere. [*]Moving in a game is referring to the actual movements of pieces on a gameboard. It is actual manipulation of the pattern. [*]A player record sheet is simply a series of scores referring to a small portion of the game behind the screen for the DM. Those scores refer to current designs in the game. [*]They only behavior required of at least every single game is pattern recognition, for the players this begins by being conjured up in the imagination and checking it with prior imaginings. [*]Experience Points are the scores for individual D&D players. Like all games they track actual accomplishments in the world the design is but a part of. This is blatantly obvious in sports, but brain sports like D&D are just as real. [*]The mechanics are parts of the actual design that is the game and manifested in things like gameboards and game pieces. Just like a Rubik's Cube is an actual thing, it is a puzzle when we attempt to discover its underlying solution. It is also a game whenever we attempt to accomplish a goal within it alone. (Meaning more people treat Rubik's Cubes like games than puzzles than not when seeking just an end in them.) [*]Scoring occurs whenever goals are achieved within a game. It is very similar to solving a puzzle, but players simply solve a part. Moving a a Rubik's Cube so one side is all same color is scoring in the game trying to get all sides the same color. (As this goal is not solving the underlying pattern, this isn't puzzle solving) In this way, moving a Rubik's Cube to attain a full side is scoring - whether tracked or not - as it is the improving progress towards the predetermined objective of all sides the same color. Mix that side up again and that score would be lost as what it referred to stops being the case.[/LIST] And you are completely wrong to believe that and then think you know the first thing about games. Of course, you want games to be "fictions" so you can tell a story, not play a game. FYI, [U]code breaking is game play[/U]. And there are no such thing as stories or fictions. [/QUOTE]
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