Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8941301" data-attributes="member: 6696971"><p>While I'm confident that this response is not representative of the entire "Success with Consequences Feels Bad" cohort of players, this is a component of it for sure and its likely the big piece for some players in particular (you for instance...given our exchanges in the past, this was how I figured you were oriented to the situation). So I'm curious about the bolded part in particular as it pertains to the below (if you'd care to unpack your thoughts):</p><p></p><p>In plenty of non TTRPG games (from PvP in CRPGs, some board games and parlor games like Pictionary, to ball sports to martial arts contests), engaging play involves a consequence-space that is both vital, dynamic, and evolving. The games are stochastic rather than deterministic. The prospective consequence-space is <strong>certainly neither unknown, unknowable, nor unbounded</strong> because its constrained by both (a) current gamestate and all the rules interactions that go with that and (b) the nature of relevant physical and intangible objects in the "play space" including both (i) their present relationships and (ii) their prospective future relationships post-interaction/collision. A huge part of the skill in game/sport is the ability to mentally process quickly and accurately build out a constellation of prospective outcomes and winnow those down to a working subset of most likely and gameplan (which includes adjustment in real time) around that (like the concept of "Fight IQ" or "Football/Basketball IQ" and all of the instantiations of the same concept). The best players are able to do this while under extreme durress...while the players who struggle in this (either the mental processing component or the "under duress" component) will be weeded out.</p><p></p><p><strong>Clearly seeing the outcome takes on a different shape than what you've depicted above (it takes on the shape of what I've posted above)</strong>. And while <em>"the outcome spread" correlates to the inputs</em>, I certainly<strong> wouldn't say the outcome is consistent in response to the same input each time</strong>.</p><p></p><p>So it seems to me that perhaps you're expressing a discomfort with stochastic models of play (and TTRPGs where the consequence space is such) and a related preference with/comfort for deterministic models of play? If so, does this express itself in the rest of your gaming interests (outside of TTRPGs...like maybe you don't like PvP in CRPGs or maybe you prefer certain ball sports to others)? If it doesn't express itself in the rests of your gaming interests, why do you think it is that it specifically expresses itself in TTRPGs (what is "the secret sauce" there)?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8941301, member: 6696971"] While I'm confident that this response is not representative of the entire "Success with Consequences Feels Bad" cohort of players, this is a component of it for sure and its likely the big piece for some players in particular (you for instance...given our exchanges in the past, this was how I figured you were oriented to the situation). So I'm curious about the bolded part in particular as it pertains to the below (if you'd care to unpack your thoughts): In plenty of non TTRPG games (from PvP in CRPGs, some board games and parlor games like Pictionary, to ball sports to martial arts contests), engaging play involves a consequence-space that is both vital, dynamic, and evolving. The games are stochastic rather than deterministic. The prospective consequence-space is [B]certainly neither unknown, unknowable, nor unbounded[/B] because its constrained by both (a) current gamestate and all the rules interactions that go with that and (b) the nature of relevant physical and intangible objects in the "play space" including both (i) their present relationships and (ii) their prospective future relationships post-interaction/collision. A huge part of the skill in game/sport is the ability to mentally process quickly and accurately build out a constellation of prospective outcomes and winnow those down to a working subset of most likely and gameplan (which includes adjustment in real time) around that (like the concept of "Fight IQ" or "Football/Basketball IQ" and all of the instantiations of the same concept). The best players are able to do this while under extreme durress...while the players who struggle in this (either the mental processing component or the "under duress" component) will be weeded out. [B]Clearly seeing the outcome takes on a different shape than what you've depicted above (it takes on the shape of what I've posted above)[/B]. And while [I]"the outcome spread" correlates to the inputs[/I], I certainly[B] wouldn't say the outcome is consistent in response to the same input each time[/B]. So it seems to me that perhaps you're expressing a discomfort with stochastic models of play (and TTRPGs where the consequence space is such) and a related preference with/comfort for deterministic models of play? If so, does this express itself in the rest of your gaming interests (outside of TTRPGs...like maybe you don't like PvP in CRPGs or maybe you prefer certain ball sports to others)? If it doesn't express itself in the rests of your gaming interests, why do you think it is that it specifically expresses itself in TTRPGs (what is "the secret sauce" there)? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
Top