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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Monte Cook on 4E
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<blockquote data-quote="RodneyThompson" data-source="post: 3941578" data-attributes="member: 3594"><p>I think this is actually one area where having a teamwork-based design system is a huge boon, because while I may feel strongly about making the ranger really good, I have three other team members (or, more likely, about 6) looking at it with a critical eye. It's certainly a balancing act. To assume there is no one taking a critical look at each element is, I think, a mistake. In fact, this is one of the problems I have with some "single, unified visions" in that such a vision can also put blinders on the design. I know that no matter how much I may like what I'm doing, I want someone else to look at it without my own prejudices and memories to tell me if what I've written is good, crazy, or bad. Conversely, there is such a thing as too much design by committee, where instead of producing something you actively like you end up producing something that displeases no one. There's a big difference in saying, "I like this," and saying, "This doesn't offend me," and I think the former lends itself well to game design.</p><p></p><p>Also, dispassionate is hardly a word I would want associated with RPG design. I know I produce better work when I care about what I'm doing, and RPGs are supposed to be fun. It's hard to create something fun when you have a Spock-like emotional detachment from the game. </p><p></p><p>The way you wrote it, I get this humorous mental image of a team of writers squealing with joy as they write individual elements, then slamming them all together in a mishmash of ideas that comes out looking like mush. That's been far from my experience working here (which is admittedly less time than others have been here).</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 3941578, member: 3594"] I think this is actually one area where having a teamwork-based design system is a huge boon, because while I may feel strongly about making the ranger really good, I have three other team members (or, more likely, about 6) looking at it with a critical eye. It's certainly a balancing act. To assume there is no one taking a critical look at each element is, I think, a mistake. In fact, this is one of the problems I have with some "single, unified visions" in that such a vision can also put blinders on the design. I know that no matter how much I may like what I'm doing, I want someone else to look at it without my own prejudices and memories to tell me if what I've written is good, crazy, or bad. Conversely, there is such a thing as too much design by committee, where instead of producing something you actively like you end up producing something that displeases no one. There's a big difference in saying, "I like this," and saying, "This doesn't offend me," and I think the former lends itself well to game design. Also, dispassionate is hardly a word I would want associated with RPG design. I know I produce better work when I care about what I'm doing, and RPGs are supposed to be fun. It's hard to create something fun when you have a Spock-like emotional detachment from the game. The way you wrote it, I get this humorous mental image of a team of writers squealing with joy as they write individual elements, then slamming them all together in a mishmash of ideas that comes out looking like mush. That's been far from my experience working here (which is admittedly less time than others have been here). [/QUOTE]
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Monte Cook on 4E
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