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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
On Pumpkin Pies: Monte Cook Talks... Everything
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="delericho" data-source="post: 6042266" data-attributes="member: 22424"><p>You know, the evidence suggests that he's actually right about that. 3e was phenomenally successful, 3.5e was extremely successful, and it remained successful throughout its lifespan. Then, once it became Pathfinder, it was successful <em>again</em>.</p><p></p><p>You're almost certainly right that rewarding system mastery makes for a theoretically worse game. It means that there are almost certainly a bunch of game-breaking exploits out there somewhere, just waiting for people to dig them up and use them. And every time a DM squashes Pun-Pun, some new exploit will just pop up instead.</p><p></p><p>And yet, rewarding system mastery also makes for a game that is both commercially more successful, but also one that people will play more, and get more enjoyment from, than the supposedly 'better' game that doesn't allow for system mastery.</p><p></p><p>Why?</p><p></p><p>Because system mastery rewards players who spend time thinking about the game, and their characters, outside of the game. It rewards those who actively discuss the game, its systems, and its options, outside of the game. And, crucially, it rewards those who try various things in the game.</p><p></p><p>If the game was simple enough that system mastery was impossible, then there's no particular call for those discussions, so we're down to alignment threads and "let me tell you about my character/campaign". If the game is complex, but perfectly balanced so that all roads lead to the same place, then there's no incentive to put in any work to master the game - I might as well just grab any half-dozen on-theme powers for my archer, and he'll be as good as if I invested $400 in books and hundreds of hours in reading. There's no incentive to keep coming back.</p><p></p><p>(That said, I don't think it's actually "system mastery" that's the key here. I think it's actually <em>emergent gameplay</em>. That is, as you play the game more and more, you discover more and more features of it. That's why chess has remained so fascinating for so long, despite both sides starting with exactly the same pieces. It's just that, in terms of an RPG, system mastery is the most obvious and easiest way to build in emergent gameplay. If one could find another such mechanism, then we could have the best of both worlds.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6042266, member: 22424"] You know, the evidence suggests that he's actually right about that. 3e was phenomenally successful, 3.5e was extremely successful, and it remained successful throughout its lifespan. Then, once it became Pathfinder, it was successful [i]again[/i]. You're almost certainly right that rewarding system mastery makes for a theoretically worse game. It means that there are almost certainly a bunch of game-breaking exploits out there somewhere, just waiting for people to dig them up and use them. And every time a DM squashes Pun-Pun, some new exploit will just pop up instead. And yet, rewarding system mastery also makes for a game that is both commercially more successful, but also one that people will play more, and get more enjoyment from, than the supposedly 'better' game that doesn't allow for system mastery. Why? Because system mastery rewards players who spend time thinking about the game, and their characters, outside of the game. It rewards those who actively discuss the game, its systems, and its options, outside of the game. And, crucially, it rewards those who try various things in the game. If the game was simple enough that system mastery was impossible, then there's no particular call for those discussions, so we're down to alignment threads and "let me tell you about my character/campaign". If the game is complex, but perfectly balanced so that all roads lead to the same place, then there's no incentive to put in any work to master the game - I might as well just grab any half-dozen on-theme powers for my archer, and he'll be as good as if I invested $400 in books and hundreds of hours in reading. There's no incentive to keep coming back. (That said, I don't think it's actually "system mastery" that's the key here. I think it's actually [i]emergent gameplay[/i]. That is, as you play the game more and more, you discover more and more features of it. That's why chess has remained so fascinating for so long, despite both sides starting with exactly the same pieces. It's just that, in terms of an RPG, system mastery is the most obvious and easiest way to build in emergent gameplay. If one could find another such mechanism, then we could have the best of both worlds.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
On Pumpkin Pies: Monte Cook Talks... Everything
Top