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Optimization and optimizers...
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<blockquote data-quote="Neonchameleon" data-source="post: 9694511" data-attributes="member: 87792"><p>Session Zero is a surprisingly new thing in the history of RPGs, in part because fighting over or waiting for the rulebook leads to a bad introduction to a game. To the point the term barely existed before the 2010s and even indie games from the late 00s/early 10s you'd expect to talk about session zero because one is almost part of the structure of the game like Apocalypse World, Spirit of the Century, Dresden Files, and Smallville don't use the term.</p><p></p><p>For that matter Apocalypse World is the first game I can think of with significant mechanical weight that solved the inherent rule zero problem (with the printable character sheets that then fill easily by picking options) without making an entire game and 90% of the campaign about session zero the way Smallville does. And Daggerheart is the only game I've seen that's a serious advance on this, with cards for everything included with the box.</p><p></p><p>I expect the sort of player complaining about optimizers (or the White Wolf "roll players not role players" excuse for their poor design) to have picked up their attitude from badly balanced games of the 00s and earlier and to not use session zeros.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9694511, member: 87792"] Session Zero is a surprisingly new thing in the history of RPGs, in part because fighting over or waiting for the rulebook leads to a bad introduction to a game. To the point the term barely existed before the 2010s and even indie games from the late 00s/early 10s you'd expect to talk about session zero because one is almost part of the structure of the game like Apocalypse World, Spirit of the Century, Dresden Files, and Smallville don't use the term. For that matter Apocalypse World is the first game I can think of with significant mechanical weight that solved the inherent rule zero problem (with the printable character sheets that then fill easily by picking options) without making an entire game and 90% of the campaign about session zero the way Smallville does. And Daggerheart is the only game I've seen that's a serious advance on this, with cards for everything included with the box. I expect the sort of player complaining about optimizers (or the White Wolf "roll players not role players" excuse for their poor design) to have picked up their attitude from badly balanced games of the 00s and earlier and to not use session zeros. [/QUOTE]
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