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Is 5e's Success Actually Bad for Other Games?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8305278" data-attributes="member: 6906155"><p>The thing about computer games is it forces human DMs to think about what they are actually doing, in order to automate the process. Although I'm pretty sure the use of flow charts in adventure design goes back to the 1970s.</p><p></p><p>Now, there are issues with my pet hate - Jargon. it leads to confusion when people think they are talking about the same thing, when they are not. "Open World" is particularly miss-used when applied to computer games. An Open World CRPG typically has an on rails main plot, and lots of on rails sub plots, with the only freedom being what order to do them in. This leads to the emergent behaviour of players doing the most trivial sounding tasks first, and putting off the most urgent (such as, you are dying) until last. I remember people getting upset about the Pathfinder: Kingmaker CRPG: "I put off solving this serious problem for a couple of months whist I did trivial stuff AND SH*T HAPPENED!!!!!".</p><p></p><p>I would call "illusionism" jargon too. DMing is pretty much all illusion. Players point at a village on the map "we go there". DM quickly details the village, and creates the illusion that is was their all along. DM rolls a 5 on the wandering monster table and suddenly there was an Ettin passing through the region.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8305278, member: 6906155"] The thing about computer games is it forces human DMs to think about what they are actually doing, in order to automate the process. Although I'm pretty sure the use of flow charts in adventure design goes back to the 1970s. Now, there are issues with my pet hate - Jargon. it leads to confusion when people think they are talking about the same thing, when they are not. "Open World" is particularly miss-used when applied to computer games. An Open World CRPG typically has an on rails main plot, and lots of on rails sub plots, with the only freedom being what order to do them in. This leads to the emergent behaviour of players doing the most trivial sounding tasks first, and putting off the most urgent (such as, you are dying) until last. I remember people getting upset about the Pathfinder: Kingmaker CRPG: "I put off solving this serious problem for a couple of months whist I did trivial stuff AND SH*T HAPPENED!!!!!". I would call "illusionism" jargon too. DMing is pretty much all illusion. Players point at a village on the map "we go there". DM quickly details the village, and creates the illusion that is was their all along. DM rolls a 5 on the wandering monster table and suddenly there was an Ettin passing through the region. [/QUOTE]
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