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Community
General Tabletop Discussion
*Dungeons & Dragons
Let's make 5e specific setting, starting with a pantheon
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<blockquote data-quote="EzekielRaiden" data-source="post: 9813314" data-attributes="member: 6790260"><p>And then...</p><p></p><p>"No. This is <em>too much</em> exactly the same as the old thing. Get rid of it and give us a <em>new</em> thing."</p><p>"No. This is <em>too new</em>. It's not exactly the same as the old thing. Get rid of it. Give us something exactly the same!"</p><p></p><p>It needs to be exactly the same but with none of the faults and more of the awesome and also those things you think are faults are features, and those things you think are features are faults, but we also think the faults are faults, and we think the features are features.</p><p></p><p>Hence why I don't really give two figs about "traditionalism" except as covered in post--that is, the physical appearance, typesetting, graphics, etc. of the book. People will 100% guaranteed ALWAYS, A L W A Y S, complain about things being both too new to ever be acceptable and too unchanged to be worth bothering.</p><p></p><p>The one and only set of priorities that should be on the designer's mind when designing the game are:</p><p>1) What design goals do I want to achieve with these mechanics?</p><p>2) Did I achieve them?</p><p>3) Could I achieve them better, without sacrificing other values in the doing?</p><p></p><p>Making the game <em>look and feel</em> familiar is almost totally down to aesthetics. Making the game actually RUN, making it do the things the designers built it to do, is the actually difficult part. Aesthetics can be changed into absolutely anything you want, ever, because you just <em>draw something new</em> or <em>have the writers rephrase it</em> or whatever. Mechanics <em>cannot</em> be absolutely anything you want, because lots of combinations of mechanics straight-up don't work, or work at cross purposes, or actively run <em>away</em> from the goals you're pursuing.</p><p></p><p>"Feel" is almost trivial. Sure, it'll probably take two or three cycles to get it right--but you'll nearly always get there, usually sooner rather than later. <em>Math?</em> Math is hard. Really really damn hard. And it's an unending frustration that folks constantly underestimate this.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9813314, member: 6790260"] And then... "No. This is [I]too much[/I] exactly the same as the old thing. Get rid of it and give us a [I]new[/I] thing." "No. This is [I]too new[/I]. It's not exactly the same as the old thing. Get rid of it. Give us something exactly the same!" It needs to be exactly the same but with none of the faults and more of the awesome and also those things you think are faults are features, and those things you think are features are faults, but we also think the faults are faults, and we think the features are features. Hence why I don't really give two figs about "traditionalism" except as covered in post--that is, the physical appearance, typesetting, graphics, etc. of the book. People will 100% guaranteed ALWAYS, A L W A Y S, complain about things being both too new to ever be acceptable and too unchanged to be worth bothering. The one and only set of priorities that should be on the designer's mind when designing the game are: 1) What design goals do I want to achieve with these mechanics? 2) Did I achieve them? 3) Could I achieve them better, without sacrificing other values in the doing? Making the game [I]look and feel[/I] familiar is almost totally down to aesthetics. Making the game actually RUN, making it do the things the designers built it to do, is the actually difficult part. Aesthetics can be changed into absolutely anything you want, ever, because you just [I]draw something new[/I] or [I]have the writers rephrase it[/I] or whatever. Mechanics [I]cannot[/I] be absolutely anything you want, because lots of combinations of mechanics straight-up don't work, or work at cross purposes, or actively run [I]away[/I] from the goals you're pursuing. "Feel" is almost trivial. Sure, it'll probably take two or three cycles to get it right--but you'll nearly always get there, usually sooner rather than later. [I]Math?[/I] Math is hard. Really really damn hard. And it's an unending frustration that folks constantly underestimate this. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Let's make 5e specific setting, starting with a pantheon
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