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<blockquote data-quote="Breaking Star Games" data-source="post: 9184490" data-attributes="member: 7042067"><p>I do feel like the thread is understating the amount of effort that goes into good design, though I suppose it matters how much the game's rules and mechanics matter rather than using a lot of GM rulings. But really good game designers read tons and tons of rulebooks and playtest for thousands of hours. Its a field that requires a huge variety of skills on top of GMing that requires a huge variety of skills.</p><p></p><p>It feels like a more useful premise would be going through your own homebrewing process and emphasizing taking something very close to what you want and tweaking. Getting buy in from players to be semi-playtesters. Finding systems that do mostly what you want. And how you come to realize what works and what doesn't and how you make playtesting not feel bad - for example, nerfing a player's favorite feature or item.</p><p></p><p>Whereas "You can do it. I believe in you" might as well be useless to anything but joking or antagonistic discussion. The only thing to discuss is whether you are understating the effort or not and making poor analogies to cooking.</p><p></p><p>In the end, its also a lot less effort for you to just pass by posts and comments that are complaining/venting than to make this post too. And probably a lot more productive for the community too.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9184490, member: 7042067"] I do feel like the thread is understating the amount of effort that goes into good design, though I suppose it matters how much the game's rules and mechanics matter rather than using a lot of GM rulings. But really good game designers read tons and tons of rulebooks and playtest for thousands of hours. Its a field that requires a huge variety of skills on top of GMing that requires a huge variety of skills. It feels like a more useful premise would be going through your own homebrewing process and emphasizing taking something very close to what you want and tweaking. Getting buy in from players to be semi-playtesters. Finding systems that do mostly what you want. And how you come to realize what works and what doesn't and how you make playtesting not feel bad - for example, nerfing a player's favorite feature or item. Whereas "You can do it. I believe in you" might as well be useless to anything but joking or antagonistic discussion. The only thing to discuss is whether you are understating the effort or not and making poor analogies to cooking. In the end, its also a lot less effort for you to just pass by posts and comments that are complaining/venting than to make this post too. And probably a lot more productive for the community too. [/QUOTE]
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