Interestingly (to me at least) there was a thread over at /r/[pathfinder...???] subreddit. the difference was stark and instantly relatable back to the PF2 forum discussions here on enworld.
over on /r the question asked was (grossly paraphrased)
"what are the things that bug you about Pf2?"
and then there proceeded to be dozens of comments and replies to individual rules, subsystems and minutia that bugs players. without exception, the comments were framed as:
"I don't like rule X because of the following reason" and then a short exposition of why rule X feels broken to the user making the post. the replies sometimes commiserate with the OP, or pushed back by perhaps showing a gap in knowledge or why / how that certain issue can be handled in place.
here, the message is: [exaggerated language used to emphasis the difference between the 2 posts - but only IMO slightly exaggerated]
"Paizo utterly broke PF2 for the following reason. X is simply crap and it beggars belief why Paizo would ever implement this broken rule when they have 5e to reference in full. Its obvious to anyone that Paizo didn't spend even 1 second learning about other rules, else they wouldn't have made such a rookie mistake in game design. here is the only logical way to handle this broken system which should have been used to begin with"
the difference is stark. in /r the criticism was about the system or rule, but framed as a personal opinion. in enworld, the criticism was about the system or rule but framed is ad hominem towards the publisher. one is constructive, the other is destructive. to engage with the enword mode, by default, one who agrees with the criticisms is also objectively also agreeing that the company is (at best) incompetent or (at worst) actively sabotaging their IP.
/r invites engagement while here demands acquiescence
so, in the spirit of not only outlining a problem but also laying out a solution, I propose a subtle language shift that may see increased engagement. May I suggest the following templated example:
"Hey everyone, I'm struggling with Crafting, I'm finding that its really hard to achieve goal X through the use of this skill. anyone else having similar issues? one thing that I though might help would be to modify X by introducing Y. what do you think?"
Cheers,
J.
over on /r the question asked was (grossly paraphrased)
"what are the things that bug you about Pf2?"
and then there proceeded to be dozens of comments and replies to individual rules, subsystems and minutia that bugs players. without exception, the comments were framed as:
"I don't like rule X because of the following reason" and then a short exposition of why rule X feels broken to the user making the post. the replies sometimes commiserate with the OP, or pushed back by perhaps showing a gap in knowledge or why / how that certain issue can be handled in place.
here, the message is: [exaggerated language used to emphasis the difference between the 2 posts - but only IMO slightly exaggerated]
"Paizo utterly broke PF2 for the following reason. X is simply crap and it beggars belief why Paizo would ever implement this broken rule when they have 5e to reference in full. Its obvious to anyone that Paizo didn't spend even 1 second learning about other rules, else they wouldn't have made such a rookie mistake in game design. here is the only logical way to handle this broken system which should have been used to begin with"
the difference is stark. in /r the criticism was about the system or rule, but framed as a personal opinion. in enworld, the criticism was about the system or rule but framed is ad hominem towards the publisher. one is constructive, the other is destructive. to engage with the enword mode, by default, one who agrees with the criticisms is also objectively also agreeing that the company is (at best) incompetent or (at worst) actively sabotaging their IP.
/r invites engagement while here demands acquiescence
so, in the spirit of not only outlining a problem but also laying out a solution, I propose a subtle language shift that may see increased engagement. May I suggest the following templated example:
"Hey everyone, I'm struggling with Crafting, I'm finding that its really hard to achieve goal X through the use of this skill. anyone else having similar issues? one thing that I though might help would be to modify X by introducing Y. what do you think?"
Cheers,
J.
Last edited: