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New Legends and Lore: The Rules
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<blockquote data-quote="Jhaelen" data-source="post: 5628518" data-attributes="member: 46713"><p>Thanks for the interesting link. As a software designer I don't really agree with Mr. Mearls analogy, though:</p><p>Broken hardware _can_ be 'fixed' by writing software to a certain degree. Does anyone remember the various hardware problems in satellites or planetary drones that made it into press?</p><p>Quite a few of them could be compensated by updating the software, allowing the device to do it's job almost as well as if the hardware had worked flawlessly. Redundancy and versatile hardware components are the key.</p><p></p><p>Knowing that you cannot fix broken hardware will guide its overall design and improving the software to make the most out of what still works is definitely highly desirable.</p><p></p><p>So, returning to the topic of roleplaying games, I think game designers should make every effort to write guidelines and provide rules to counter 'bad' DMs and hopefully help them to become 'good' DMs.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5628518, member: 46713"] Thanks for the interesting link. As a software designer I don't really agree with Mr. Mearls analogy, though: Broken hardware _can_ be 'fixed' by writing software to a certain degree. Does anyone remember the various hardware problems in satellites or planetary drones that made it into press? Quite a few of them could be compensated by updating the software, allowing the device to do it's job almost as well as if the hardware had worked flawlessly. Redundancy and versatile hardware components are the key. Knowing that you cannot fix broken hardware will guide its overall design and improving the software to make the most out of what still works is definitely highly desirable. So, returning to the topic of roleplaying games, I think game designers should make every effort to write guidelines and provide rules to counter 'bad' DMs and hopefully help them to become 'good' DMs. [/QUOTE]
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