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General Tabletop Discussion
*TTRPGs General
leveling vs "locationing"
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<blockquote data-quote="xechnao" data-source="post: 5094011" data-attributes="member: 58105"><p>My premise here is that what matters for enjoyment the most is advancement, period. Power is but the classic method, the one that the first rpg was designed with. Since today design draws heavily from the very first design idea -beyond the gameplay idea. But is this design necessarily optimal for tabletop rpgs? I am not sure. </p><p></p><p></p><p></p><p></p><p>Of course. This is why I am talking about a more natural or rather intuitive design to the game's gameplay.</p><p></p><p></p><p></p><p>But classes and leveling do this sort of thing. I say keep classes or rather "background" but instead of trying to develop them through a rather vertical design and rather linear (from level 1 you go to level 2 to level 3 etch) try to make a more horizontal design that could even make more real world sense.</p><p></p><p>For example in your background you are a Paladin. This means that you have some certain type of tasks to face. Now, rules could be so that there is choice to be made here and based on choice plot is developed. </p><p>The DM has to provide the choices and the player has to choose. The way choices work or interact are provided by the rules.</p></blockquote><p></p>
[QUOTE="xechnao, post: 5094011, member: 58105"] My premise here is that what matters for enjoyment the most is advancement, period. Power is but the classic method, the one that the first rpg was designed with. Since today design draws heavily from the very first design idea -beyond the gameplay idea. But is this design necessarily optimal for tabletop rpgs? I am not sure. Of course. This is why I am talking about a more natural or rather intuitive design to the game's gameplay. But classes and leveling do this sort of thing. I say keep classes or rather "background" but instead of trying to develop them through a rather vertical design and rather linear (from level 1 you go to level 2 to level 3 etch) try to make a more horizontal design that could even make more real world sense. For example in your background you are a Paladin. This means that you have some certain type of tasks to face. Now, rules could be so that there is choice to be made here and based on choice plot is developed. The DM has to provide the choices and the player has to choose. The way choices work or interact are provided by the rules. [/QUOTE]
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