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<blockquote data-quote="Ruin Explorer" data-source="post: 8259069" data-attributes="member: 18"><p>I strongly suspect that this is correct, including your guess re: 6E, assuming by "audience response" you're including reactions to various systems, not just stuff in need of clarification. I do hope they also look at other RPGs and developments in design generally too. WWN's "System Strain" is a great mechanic that's more straightforward than Hit Dice and achieves the same goal and more elegantly, for example. </p><p></p><p>I can see why you might feel that way, but I think all available evidence suggests he's basically correct.</p><p></p><p>Looking particularly at the last decade or so, it seems very much like games with fairly simple, well-defined rules, preferably with a clear purpose to the rules (which may well be explained), are much better for hacking/modifying etc. and produce more, and better-quality material of that kind. This is especially true if you look at the relative audience sizes.</p><p></p><p>You could look further back to d20, but I feel like that supports his contention too, and that could be a very lengthy and potentially contentious discussion.</p><p></p><p>True though I think you have to balance the two to achieve a game that is both readily comprehensible and that doesn't present a barrier to entry. Also I think that for people under about 40, "geek speak" is way less of a barrier, not in a "they're all nerds" way or "kids are smarter" way or whatever, just that jargon has become such a larger part of just living your life over the last 40 years (and is still going that way), and that games, phones, etc. require a minimum level of ability to deal with jargon (as does a lot of social media, Twitch, TikTok, etc.). So you can go a little harder with "geek speak" now than you could in say, 2000.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8259069, member: 18"] I strongly suspect that this is correct, including your guess re: 6E, assuming by "audience response" you're including reactions to various systems, not just stuff in need of clarification. I do hope they also look at other RPGs and developments in design generally too. WWN's "System Strain" is a great mechanic that's more straightforward than Hit Dice and achieves the same goal and more elegantly, for example. I can see why you might feel that way, but I think all available evidence suggests he's basically correct. Looking particularly at the last decade or so, it seems very much like games with fairly simple, well-defined rules, preferably with a clear purpose to the rules (which may well be explained), are much better for hacking/modifying etc. and produce more, and better-quality material of that kind. This is especially true if you look at the relative audience sizes. You could look further back to d20, but I feel like that supports his contention too, and that could be a very lengthy and potentially contentious discussion. True though I think you have to balance the two to achieve a game that is both readily comprehensible and that doesn't present a barrier to entry. Also I think that for people under about 40, "geek speak" is way less of a barrier, not in a "they're all nerds" way or "kids are smarter" way or whatever, just that jargon has become such a larger part of just living your life over the last 40 years (and is still going that way), and that games, phones, etc. require a minimum level of ability to deal with jargon (as does a lot of social media, Twitch, TikTok, etc.). So you can go a little harder with "geek speak" now than you could in say, 2000. [/QUOTE]
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