Iosue
Legend
Legends & Lore #5 - The Incredible, Expanding Gamer Brain
March 15, 2011
Original EN World thread
Building off of the last article on character generation, Mearls continues his look at complexity -- this time looking at the rules as a whole. This article is light on specific thoughts on design, but rather is some of Mearls' thoughts on why the game has become more and more complex.
Unlike most takes on the subject I've seen, Mearls' doesn't rely on ideas of game design improvement (i.e., that newer games have "objectively better" design. Nor does it involve changes in market tastes that occur independent of the larger gamer community (i.e., the "kids today" kind of theory). Instead, he approaches it more as a collective change over time.
Mearls suggests three elements in the movement towards increased complexity: player skill improvement over time; aspects of the game becoming tropes and cliches; and an increase in networks among players. Essentially, an individual player, as they get more experience with play, can better handle an increase in complexity -- but this is something that happens across the community. Same with tropes and cliches -- the first time one falls into a pit, it's new and exciting, but by the fifth or sixth time you encounter a trap, it's something you've expected, and planned for. The same goes for rules tropes as for play tropes. A veteran player can quickly adapt to new complex combat rules, because they've internalized the basic framework. And finally, while early in the game one might find a mentor who measured their experience in months or years, now one can find fellow members of the community with experience measured in decades.
Mearls says:
Only at the end does he talk about what this means for the future of D&D, but he defers making any speculations or drawing any conclusions.
I'm typically pretty easy on Mearls, but I have to say, that last line is a doozy. Syntactically, it doesn't seem to follow -- that "instead" floats out there with no real purpose or meaning. I suspect there was an edit. Perhaps the initial line there gave the game away too early.
How did things end up in 5e?
It is interesting to read the first post of the original EN World thread, wherein [MENTION=2067]Kamikaze Midget[/MENTION] seems to feel that the article suggests that Mearls has a bias towards complexity. I suspect that few who enjoy complexity would agree after seeing 5e! 5e's record here is, I think, a little mixed. IMO, it's got Rules Cyclopedia-level complexity. Not quite as simple as, say, B/X. Certainly not as simple as many non-D&D systems out there. At the same time, the rules themselves are not as complex as 3e and 4e are (in different ways). It is neither as simulationally complex as 3e, nor as tactically complex as 4e.
On the whole, though, 5e seems to offload complexity onto the DM. The stealth rules seem emblematic of this. Some basic guidelines, but a lot is left to the DM's judgment. Spell descriptions are much shorter than in 3e, not needing to refer to many other rules or mechanics. There's a hint in Mearls article of players choosing their level of complexity, and while there is some flexibility, the game as a whole seems to be tuned to low complexity, with some options to increase it to a mid-level of complexity. Anything more needs to come from houserules or importing of systems from other editions.
March 15, 2011
Original EN World thread
Building off of the last article on character generation, Mearls continues his look at complexity -- this time looking at the rules as a whole. This article is light on specific thoughts on design, but rather is some of Mearls' thoughts on why the game has become more and more complex.
Unlike most takes on the subject I've seen, Mearls' doesn't rely on ideas of game design improvement (i.e., that newer games have "objectively better" design. Nor does it involve changes in market tastes that occur independent of the larger gamer community (i.e., the "kids today" kind of theory). Instead, he approaches it more as a collective change over time.
Mearls suggests three elements in the movement towards increased complexity: player skill improvement over time; aspects of the game becoming tropes and cliches; and an increase in networks among players. Essentially, an individual player, as they get more experience with play, can better handle an increase in complexity -- but this is something that happens across the community. Same with tropes and cliches -- the first time one falls into a pit, it's new and exciting, but by the fifth or sixth time you encounter a trap, it's something you've expected, and planned for. The same goes for rules tropes as for play tropes. A veteran player can quickly adapt to new complex combat rules, because they've internalized the basic framework. And finally, while early in the game one might find a mentor who measured their experience in months or years, now one can find fellow members of the community with experience measured in decades.
Mearls says:
Mearls said:All of those factors point to why we’ve seen a steady increase in complexity over time. As a group, we’ve mastered the rules and started to seek more options. We’ve assimilated various tropes and mechanics to the point that they’re intuitive, providing a foundation for more mechanics to rest upon. And against the backdrop of this complexity, we’re better overall at teaching the game to new players.
Only at the end does he talk about what this means for the future of D&D, but he defers making any speculations or drawing any conclusions.
Mearls said:But of course, explaining why we see complexity on the rise overlooks the real question. Is complexity a good thing—is the game better served by having lots of rules and options? Should it feature a lot of depth, should it remain relatively simple—or are we best served by a game that offers a broad range of complexity?
I imagine that most people would prefer a game with a complexity level that they can set themselves. Traditionally, D&D has featured that by making fighters relatively simple and wizards more complex. Instead, I’m interested in hearing about your views on the different editions of D&D over time.
I'm typically pretty easy on Mearls, but I have to say, that last line is a doozy. Syntactically, it doesn't seem to follow -- that "instead" floats out there with no real purpose or meaning. I suspect there was an edit. Perhaps the initial line there gave the game away too early.
How did things end up in 5e?
It is interesting to read the first post of the original EN World thread, wherein [MENTION=2067]Kamikaze Midget[/MENTION] seems to feel that the article suggests that Mearls has a bias towards complexity. I suspect that few who enjoy complexity would agree after seeing 5e! 5e's record here is, I think, a little mixed. IMO, it's got Rules Cyclopedia-level complexity. Not quite as simple as, say, B/X. Certainly not as simple as many non-D&D systems out there. At the same time, the rules themselves are not as complex as 3e and 4e are (in different ways). It is neither as simulationally complex as 3e, nor as tactically complex as 4e.
On the whole, though, 5e seems to offload complexity onto the DM. The stealth rules seem emblematic of this. Some basic guidelines, but a lot is left to the DM's judgment. Spell descriptions are much shorter than in 3e, not needing to refer to many other rules or mechanics. There's a hint in Mearls article of players choosing their level of complexity, and while there is some flexibility, the game as a whole seems to be tuned to low complexity, with some options to increase it to a mid-level of complexity. Anything more needs to come from houserules or importing of systems from other editions.