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On Skilled Play: D&D as a Game
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<blockquote data-quote="Fanaelialae" data-source="post: 8285292" data-attributes="member: 53980"><p>There's a lot of truth to this. That said, a DM could simply run a premade module without adjusting it. At that point the designer (who has probably never met the players) could not know the capabilities of the party, and therefore could not design challenges specifically to that end.</p><p></p><p>I think a lot of DMs approach D&D more like someone who wrestles with one arm behind their back, but takes it seriously, so that the child has a fair shot of winning. If the DM uses both arms the child has no chance, but with one arm the child actually has a fighting chance. The one arm is the DM creating scenarios that are in some sense fair. This fairness will vary wildly by playstyle, but I think it exists in most styles (maybe not for something like a one shot character funnel).</p><p></p><p>With regard to Mario, I think that distinction has to do with static versus dynamic difficulty. Mario is an old game on a cartridge. Its difficulty cannot change (unless someone were to come along and alter the code). Even programs that have "dynamic" difficulty typically are limited in this sense, because computers are dumb. All they can do is follow a set of pre-written instructions, meaning they can only be as dynamic as the programmer is able to anticipate the situations it will encounter. And how much work the programmer is willing to put in writing instructions for those scenarios. Whereas human being are generally quite adaptable; able to improvise when faced with unanticipated scenarios. </p><p></p><p>Regardless, I only brought up Mario to illustrate what a win state is.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8285292, member: 53980"] There's a lot of truth to this. That said, a DM could simply run a premade module without adjusting it. At that point the designer (who has probably never met the players) could not know the capabilities of the party, and therefore could not design challenges specifically to that end. I think a lot of DMs approach D&D more like someone who wrestles with one arm behind their back, but takes it seriously, so that the child has a fair shot of winning. If the DM uses both arms the child has no chance, but with one arm the child actually has a fighting chance. The one arm is the DM creating scenarios that are in some sense fair. This fairness will vary wildly by playstyle, but I think it exists in most styles (maybe not for something like a one shot character funnel). With regard to Mario, I think that distinction has to do with static versus dynamic difficulty. Mario is an old game on a cartridge. Its difficulty cannot change (unless someone were to come along and alter the code). Even programs that have "dynamic" difficulty typically are limited in this sense, because computers are dumb. All they can do is follow a set of pre-written instructions, meaning they can only be as dynamic as the programmer is able to anticipate the situations it will encounter. And how much work the programmer is willing to put in writing instructions for those scenarios. Whereas human being are generally quite adaptable; able to improvise when faced with unanticipated scenarios. Regardless, I only brought up Mario to illustrate what a win state is. [/QUOTE]
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