Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xetheral" data-source="post: 7934030" data-attributes="member: 6802765"><p>Over 500 posts into this thread and it's only just now that I'm realizing how differently you define "presentation" than I do. To me, presentation is marketing, formatting, and developer statements about design intent/assumptions (whether in the rulebooks or in the press). Whereas the difference between (1) an ability that provides an add-on effect to an attack, and (2) a self-contained ability that includes both the attack and the effect, is a structural difference in how an IC capability is modeled. Both methods are good models (and they both map the same IC capability to the same IC result), but the choice of modeling method is apparently much more important to me than it is to you. I'll try to see if I explain where I'm coming from.</p><p></p><p>To me, one of the most critical features of any model is whether it preserves relationships in the system being modeled. In practice, achieving that goal usually requires that similar features of the system are modeled similarly, and different features of the system are modeled differently. (There are other approaches to preserving relationships, but none would be practical for a high-abstraction model like D&D.)</p><p></p><p>So when I choose D&D as the game system to model a particular campaign or setting, one of things I want from the system is to preserve the IC relationships that exist in the game world. A key relationship in my game worlds is that the mundane is distinct from the magical--they're fundamentally different concepts, even though the level to which magic is ingrained in the game world varies between settings (arguably, the importance of deciding the level of magic in the setting shows how important the mundane/magic distinction can be). Ergo, I want the mechanics of my chosen model to preserve the distinction between the mundane and the magical.</p><p></p><p>That brings me back to the choice between modeling an IC capability as an add-on to an attack or as a self-contained ability. In a vacumn, the choice doesn't matter much because, as I acknowledged in my first paragraph, both are good models and map the same IC capability to the same IC result. But the choice <em>isn't</em> made in a vacumn: the system is modeling many IC capabilities, and the choice between modeling two capabilities identically or differently impacts whether and how the model preserves the IC relationship between those two IC capabilities.</p><p></p><p>Accordingly, I see a very important structural difference between a system that models mundane and magical IC capabilities identically, versus one that models them differently. The former will tend to blur the IC distinctions between the magical and the mundane, while the latter will tend to reinforce them.</p><p></p><p>Does that help explain the significance I see in the choice between an add-on ability and a self-contained ability? It seems from your post that, to you, as long as the same IC capability is mapped to the same IC result, the choice between modeling it with an add-on ability or a self-contained ability is insignificant. Is that correct?</p></blockquote><p></p>
[QUOTE="Xetheral, post: 7934030, member: 6802765"] Over 500 posts into this thread and it's only just now that I'm realizing how differently you define "presentation" than I do. To me, presentation is marketing, formatting, and developer statements about design intent/assumptions (whether in the rulebooks or in the press). Whereas the difference between (1) an ability that provides an add-on effect to an attack, and (2) a self-contained ability that includes both the attack and the effect, is a structural difference in how an IC capability is modeled. Both methods are good models (and they both map the same IC capability to the same IC result), but the choice of modeling method is apparently much more important to me than it is to you. I'll try to see if I explain where I'm coming from. To me, one of the most critical features of any model is whether it preserves relationships in the system being modeled. In practice, achieving that goal usually requires that similar features of the system are modeled similarly, and different features of the system are modeled differently. (There are other approaches to preserving relationships, but none would be practical for a high-abstraction model like D&D.) So when I choose D&D as the game system to model a particular campaign or setting, one of things I want from the system is to preserve the IC relationships that exist in the game world. A key relationship in my game worlds is that the mundane is distinct from the magical--they're fundamentally different concepts, even though the level to which magic is ingrained in the game world varies between settings (arguably, the importance of deciding the level of magic in the setting shows how important the mundane/magic distinction can be). Ergo, I want the mechanics of my chosen model to preserve the distinction between the mundane and the magical. That brings me back to the choice between modeling an IC capability as an add-on to an attack or as a self-contained ability. In a vacumn, the choice doesn't matter much because, as I acknowledged in my first paragraph, both are good models and map the same IC capability to the same IC result. But the choice [I]isn't[/I] made in a vacumn: the system is modeling many IC capabilities, and the choice between modeling two capabilities identically or differently impacts whether and how the model preserves the IC relationship between those two IC capabilities. Accordingly, I see a very important structural difference between a system that models mundane and magical IC capabilities identically, versus one that models them differently. The former will tend to blur the IC distinctions between the magical and the mundane, while the latter will tend to reinforce them. Does that help explain the significance I see in the choice between an add-on ability and a self-contained ability? It seems from your post that, to you, as long as the same IC capability is mapped to the same IC result, the choice between modeling it with an add-on ability or a self-contained ability is insignificant. Is that correct? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
Top