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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Is 5E Special
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="EzekielRaiden" data-source="post: 8722109" data-attributes="member: 6790260"><p>There is a difference between <em>making</em> it hard to understand and <em>involving</em> things which are harder to understand. The former is <em>obscurantism</em>, which is a thing 5e actually does, albeit not as much as 3e (and <em>certainly</em> not as much as early D&D.) The latter is, unfortunately, a necessary element some of the time if you want to do more impressive things. A very young child that hasn't yet learned multiplication, for example, is going to struggle with D&D, regardless of edition. Choosing to use multiplication doesn't mean you're <em>trying</em> to make it hard to understand. It means you're using something that requires a minimum level of understanding, because that thing is useful.</p><p></p><p>As I said previously, I agree with you that many people underestimate the intelligence and adaptability of children, treating them like simpletons, which is incredibly disrespectful. However, an 8-year-old child will, generally speaking, only recently have been introduced to the concept of multiplying single-digit numbers, or dividing one two-digit number by a single-digit number. The concept of decimals, likewise, will be something they've relatively recently learned at school. Obviously some children will pick these up swiftly and others more slowly, but the point is, this is asking young people to play a game based on math they've either only recently learned, or genuinely <em>haven't</em> learned yet. That has some risks to it, and means that the system by its very nature, simply by having things like "area of effect" and "half damage" and the like, is going to be more difficult to explain to them than it would be to a child a few years older who will, in general, have achieved comfortable mastery of these topics.</p><p></p><p>As with debates about "simplicity" vs "complexity," there are quite simply two virtues in play here, which are incommensurate but both valuable. When people call for simplicity, in general what they are asking for is elegance, parsimony, and clarity: choosing the correct point on the spectrum between the deficient vice of <em>triviality</em> and the excessive vice of <em>inscrutability</em>, seeking the game design virtue of <em>accessibility</em>. When people call for complexity, in general they are asking for depth, significance, and variety: choosing the correct point on the spectrum between the deficient vice of <em>vapidity</em> and the excessive vice of <em>perplexity</em>, seeking the game design virtue of <em>subtlety</em>.</p><p></p><p>An inscrutable thing need not be perplexing, indeed it may be vapid if properly understood, it just happens to be impossible to read (consider some of the allegations made during the "Sokal affair.") Conversely, a perplexing thing need not be inscrutable: you might be fully capable of understanding what each option does, but if you have <em>six thousand options</em>, correctly choosing the best among them will be a Herculean task. Unfortunately, it is very difficult to make a game that involves absolutely no complicated elements while also offering strategic depth. There is a reason Go is famous very specifically for its unusual combination of extremely simple rules and extremely deep strategic play.</p><p></p><p>Hence, we accept various elements of complication--which, for a child, can quite easily include things like probabilities, multiplication, decimals, and calculating areas or perimeters--in order to unlock more possibilities of strategic depth. This is, in general, a necessary trade-off up to some point. That doesn't mean one is intentionally trying to make the game "hard to explain"; one is instead accepting a certain minimum level of required explanation (or, frequently and often in tandem, a certain minimum level of expected background knowledge) in order to make the game more enjoyable in the doing.</p><p></p><p>Edit: The ideal, of course, is to create a game that is both subtle and accessible: one "easy to learn, but hard to master," as it were. In the video game design community, this is usually referred to as having a "low skill floor" and a "high skill ceiling." That is: the skill floor is the <em>minimum</em> skill you must show in order to use some particular thing effectively, while the skill ceiling is the <em>maximum</em> performance you can reach no matter how skillful you personally might be. Folks wanting "simplicity" in tabletop gaming are generally asking for options, or even entire game systems, that have a low skill floor, while folks wanting "complexity" in that space are doing the same but wanting a high skill ceiling. Unfortunately, doing both things is hard! So many games either "cheat" (offering some options where both the skill floor and the skill ceiling are low, and others where both are high), or they stick with just one end and call it good. Fighting games like Tekken and MOBAs like League of Legends generally do the former. Strategy games, particularly grand strategy games, generally do the latter.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8722109, member: 6790260"] There is a difference between [I]making[/I] it hard to understand and [I]involving[/I] things which are harder to understand. The former is [I]obscurantism[/I], which is a thing 5e actually does, albeit not as much as 3e (and [I]certainly[/I] not as much as early D&D.) The latter is, unfortunately, a necessary element some of the time if you want to do more impressive things. A very young child that hasn't yet learned multiplication, for example, is going to struggle with D&D, regardless of edition. Choosing to use multiplication doesn't mean you're [I]trying[/I] to make it hard to understand. It means you're using something that requires a minimum level of understanding, because that thing is useful. As I said previously, I agree with you that many people underestimate the intelligence and adaptability of children, treating them like simpletons, which is incredibly disrespectful. However, an 8-year-old child will, generally speaking, only recently have been introduced to the concept of multiplying single-digit numbers, or dividing one two-digit number by a single-digit number. The concept of decimals, likewise, will be something they've relatively recently learned at school. Obviously some children will pick these up swiftly and others more slowly, but the point is, this is asking young people to play a game based on math they've either only recently learned, or genuinely [I]haven't[/I] learned yet. That has some risks to it, and means that the system by its very nature, simply by having things like "area of effect" and "half damage" and the like, is going to be more difficult to explain to them than it would be to a child a few years older who will, in general, have achieved comfortable mastery of these topics. As with debates about "simplicity" vs "complexity," there are quite simply two virtues in play here, which are incommensurate but both valuable. When people call for simplicity, in general what they are asking for is elegance, parsimony, and clarity: choosing the correct point on the spectrum between the deficient vice of [I]triviality[/I] and the excessive vice of [I]inscrutability[/I], seeking the game design virtue of [I]accessibility[/I]. When people call for complexity, in general they are asking for depth, significance, and variety: choosing the correct point on the spectrum between the deficient vice of [I]vapidity[/I] and the excessive vice of [I]perplexity[/I], seeking the game design virtue of [I]subtlety[/I]. An inscrutable thing need not be perplexing, indeed it may be vapid if properly understood, it just happens to be impossible to read (consider some of the allegations made during the "Sokal affair.") Conversely, a perplexing thing need not be inscrutable: you might be fully capable of understanding what each option does, but if you have [I]six thousand options[/I], correctly choosing the best among them will be a Herculean task. Unfortunately, it is very difficult to make a game that involves absolutely no complicated elements while also offering strategic depth. There is a reason Go is famous very specifically for its unusual combination of extremely simple rules and extremely deep strategic play. Hence, we accept various elements of complication--which, for a child, can quite easily include things like probabilities, multiplication, decimals, and calculating areas or perimeters--in order to unlock more possibilities of strategic depth. This is, in general, a necessary trade-off up to some point. That doesn't mean one is intentionally trying to make the game "hard to explain"; one is instead accepting a certain minimum level of required explanation (or, frequently and often in tandem, a certain minimum level of expected background knowledge) in order to make the game more enjoyable in the doing. Edit: The ideal, of course, is to create a game that is both subtle and accessible: one "easy to learn, but hard to master," as it were. In the video game design community, this is usually referred to as having a "low skill floor" and a "high skill ceiling." That is: the skill floor is the [I]minimum[/I] skill you must show in order to use some particular thing effectively, while the skill ceiling is the [I]maximum[/I] performance you can reach no matter how skillful you personally might be. Folks wanting "simplicity" in tabletop gaming are generally asking for options, or even entire game systems, that have a low skill floor, while folks wanting "complexity" in that space are doing the same but wanting a high skill ceiling. Unfortunately, doing both things is hard! So many games either "cheat" (offering some options where both the skill floor and the skill ceiling are low, and others where both are high), or they stick with just one end and call it good. Fighting games like Tekken and MOBAs like League of Legends generally do the former. Strategy games, particularly grand strategy games, generally do the latter. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is 5E Special
Top