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General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="OB1" data-source="post: 7759986" data-attributes="member: 6796241"><p>The design concept is story first. That is what Mearls was talking about. 5e doesn’t design a class to fit a role or the need for a INT based melee attack, it comes up with a story based idea first, then fits the mechanics to that. </p><p></p><p>And I didn’t say light design. I said light as possible design. Specifically, light as possible to reach the desired goal. In this case to tell an EXCITING story about brave adventurers facing deadly perils. In other words, only be as heavy as is absolutely necessary to reach that goal. </p><p></p><p>I’d argue that the problem with a truly rules lite system such as Fate is that it’s simplicity requires the players to bring the excitement and ideas to the table on their own while a game like PF gets so bogged down in minutia as to make combat tedious rather than exciting. </p><p></p><p>If you look at every possible rule addition through the lens of “is this necessary to reach the goals of play” it means editing out ideas that can be fun on their own but don’t support the core experience, much like a film editor cutting a scene that is exciting or funny or thrilling because it isn’t necessary to tell the story.</p></blockquote><p></p>
[QUOTE="OB1, post: 7759986, member: 6796241"] The design concept is story first. That is what Mearls was talking about. 5e doesn’t design a class to fit a role or the need for a INT based melee attack, it comes up with a story based idea first, then fits the mechanics to that. And I didn’t say light design. I said light as possible design. Specifically, light as possible to reach the desired goal. In this case to tell an EXCITING story about brave adventurers facing deadly perils. In other words, only be as heavy as is absolutely necessary to reach that goal. I’d argue that the problem with a truly rules lite system such as Fate is that it’s simplicity requires the players to bring the excitement and ideas to the table on their own while a game like PF gets so bogged down in minutia as to make combat tedious rather than exciting. If you look at every possible rule addition through the lens of “is this necessary to reach the goals of play” it means editing out ideas that can be fun on their own but don’t support the core experience, much like a film editor cutting a scene that is exciting or funny or thrilling because it isn’t necessary to tell the story. [/QUOTE]
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