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On Skilled Play: D&D as a Game
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<blockquote data-quote="FrogReaver" data-source="post: 8289532" data-attributes="member: 6795602"><p>IMO the difference between Gygaxian skilled play and skilled play in an RPG video game is only due to the fact that different games with different goals and different rules and game mechanics are being played.</p><p></p><p>Attempting Gygaxian Skilled play in a RPG video game would probably be very unskilled play if attempting it was even possible in the rules.</p><p></p><p>The better question might be what is different about a Gygaxian RPG and what is different about the video game RPG? A starting point might be something about low success and high consequences of codified actions and potentially high success and low consequences of improvised actions. </p><p></p><p></p><p>Gygaxian skilled play was simply skilled play in a game that heavily incentivized not relying on the meachanics to advance toward your goal as using the mechanics usually carried a high risk of failure and high consequence of it. Skilled play in a game not featuring rules that make utilizing the mechanics carry a high risk of failure and high consequence of it will often feature properly utilizing mechanics as a part of skilled play. </p><p></p><p>I mean consider a game where you can do any improvised action - just the chance of failure and the consequence of failure is high for those improvised actions. Utilizing improvised actions in such a system would certainly not be skilled play. As such it's fairly apparent to me that the whole concept of limiting the definition of 'skilled play' to 'gygaxian skilled play' is really just a previous one true wayism tactic to gain the upper hand in the previous RPG Wars by being able to claim that Gygaxian RPG's are the only ones that offer skilled play. I just don't think a term with that origin is a very helpful lens to discuss RPG's through.</p><p></p><p></p><p>I think DM generated game worlds will still be more varied - as anything derived via AI will still have maximum/minimum parameters that can be set. A DM just has more freedom in that regard.</p><p></p><p>That said, in practice AI my surpass a great number of DM's in dungeon design. It's the difference in looking at the average DM vs the most creative DM's.</p><p></p><p></p><p>I'm not so sure. Player skill is usually pretty inconsistent from one challenge to the next. It's also not always driven simply by success vs this one challenge. It's a really complex problem that we would need to understand far more about humans than we do before an AI would be able to 'solve' that problem.</p><p></p><p></p><p>From my experience the most rules heavy systems are the ones the DM rules roleplay improv actions have the worst chances of success and come with the worst consequences. One might say abjucation becomes to a large extent about asking the questions: 'does an ability that allows players to do this exist' and 'did this player forgo that ability for another'? VTT's are great for those kinds of systems - but I'd question whether it's the VTT getting in the way or just the system itself?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 8289532, member: 6795602"] IMO the difference between Gygaxian skilled play and skilled play in an RPG video game is only due to the fact that different games with different goals and different rules and game mechanics are being played. Attempting Gygaxian Skilled play in a RPG video game would probably be very unskilled play if attempting it was even possible in the rules. The better question might be what is different about a Gygaxian RPG and what is different about the video game RPG? A starting point might be something about low success and high consequences of codified actions and potentially high success and low consequences of improvised actions. Gygaxian skilled play was simply skilled play in a game that heavily incentivized not relying on the meachanics to advance toward your goal as using the mechanics usually carried a high risk of failure and high consequence of it. Skilled play in a game not featuring rules that make utilizing the mechanics carry a high risk of failure and high consequence of it will often feature properly utilizing mechanics as a part of skilled play. I mean consider a game where you can do any improvised action - just the chance of failure and the consequence of failure is high for those improvised actions. Utilizing improvised actions in such a system would certainly not be skilled play. As such it's fairly apparent to me that the whole concept of limiting the definition of 'skilled play' to 'gygaxian skilled play' is really just a previous one true wayism tactic to gain the upper hand in the previous RPG Wars by being able to claim that Gygaxian RPG's are the only ones that offer skilled play. I just don't think a term with that origin is a very helpful lens to discuss RPG's through. I think DM generated game worlds will still be more varied - as anything derived via AI will still have maximum/minimum parameters that can be set. A DM just has more freedom in that regard. That said, in practice AI my surpass a great number of DM's in dungeon design. It's the difference in looking at the average DM vs the most creative DM's. I'm not so sure. Player skill is usually pretty inconsistent from one challenge to the next. It's also not always driven simply by success vs this one challenge. It's a really complex problem that we would need to understand far more about humans than we do before an AI would be able to 'solve' that problem. From my experience the most rules heavy systems are the ones the DM rules roleplay improv actions have the worst chances of success and come with the worst consequences. One might say abjucation becomes to a large extent about asking the questions: 'does an ability that allows players to do this exist' and 'did this player forgo that ability for another'? VTT's are great for those kinds of systems - but I'd question whether it's the VTT getting in the way or just the system itself? [/QUOTE]
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