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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9669195" data-attributes="member: 6790260"><p>No. I was responding to someone who had said that he wants, and I quote, "some possibility of DIY", and was rejecting <em>very specifically</em> PbtA games for (allegedly) not allowing that. Hence, I was talking about PbtA games, because Micah was.</p><p></p><p></p><p>I disagree. I think they have plenty of potential. It's just not "sure, I guess you can disassemble it entirely and literally reinvent the entire thing, if you want?" level. Expecting every game to be a LEGO set isn't a fair standard.</p><p></p><p></p><p>But your argument hinges on that being the difference--that the "easier to do" systems make it a walk in the park. But it isn't. In my experience, it's actually a lot <em>harder</em> with these allegedly-"easier" games, because they'll fight you tooth and nail in the testing phase. Since you <em>cannot</em> easily see the connections that are still there, you'll miss them over and over and over again, and may only find a serious problem months (or even years!) after you thought you'd squished them all.</p><p></p><p></p><p>You're going to have to defend that claim, because I don't buy it. Being able to see where things go wrong <em>before</em> you get started is fundamentally <em>encouraging</em>, IMO and IME, because it means you know you'll avoid the bazillions of false starts you'd have to endure in a system where you have no bloody clue whether what you're doing is even remotely going to work.</p><p></p><p>Like...your argument is literally saying that you're more encouraged to walk across a field with 95% of the hazards carefully labelled, than you are to walk across a field that has no labels whatsoever and which is filled with invisible land mines. I dunno about you, but I'm a <em>hell</em> of a lot more confident walking across a field that has the vast majority of the major hazards already labelled. Doesn't mean it's guaranteed safe--a few hazards might've been missed or overlooked--but you're going to have a MUCH easier time crossing that field than the one where literally every step could have a landmine and you won't know until it explodes!</p><p></p><p></p><p>Or, to be more accurate, random guessing-and-checking, hoping you eventually stumble upon a workable solution.</p><p></p><p>There are better ways to navigate a minefield than sending soldiers across it until they've stepped on almost all of the mines. Someone giving you a map of where most of the mines are known to be is not <em>discouraging</em> you from navigating that field. They're <em>helping</em> you--rather a lot, actually. By knowing where <em>most</em> of the mines are, you can focus on walking where they <em>aren't</em>--or you can try your hand at defusing them, forearmed with the awareness that you're doing something risky.</p><p></p><p></p><p>Less, sure. I'm not certain about a lot less.</p><p></p><p>Even if I grant that, it applies just as much to the minefield that you've got a map that shows the locations of most (but not all) of the mines.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9669195, member: 6790260"] No. I was responding to someone who had said that he wants, and I quote, "some possibility of DIY", and was rejecting [I]very specifically[/I] PbtA games for (allegedly) not allowing that. Hence, I was talking about PbtA games, because Micah was. I disagree. I think they have plenty of potential. It's just not "sure, I guess you can disassemble it entirely and literally reinvent the entire thing, if you want?" level. Expecting every game to be a LEGO set isn't a fair standard. But your argument hinges on that being the difference--that the "easier to do" systems make it a walk in the park. But it isn't. In my experience, it's actually a lot [I]harder[/I] with these allegedly-"easier" games, because they'll fight you tooth and nail in the testing phase. Since you [I]cannot[/I] easily see the connections that are still there, you'll miss them over and over and over again, and may only find a serious problem months (or even years!) after you thought you'd squished them all. You're going to have to defend that claim, because I don't buy it. Being able to see where things go wrong [I]before[/I] you get started is fundamentally [I]encouraging[/I], IMO and IME, because it means you know you'll avoid the bazillions of false starts you'd have to endure in a system where you have no bloody clue whether what you're doing is even remotely going to work. Like...your argument is literally saying that you're more encouraged to walk across a field with 95% of the hazards carefully labelled, than you are to walk across a field that has no labels whatsoever and which is filled with invisible land mines. I dunno about you, but I'm a [I]hell[/I] of a lot more confident walking across a field that has the vast majority of the major hazards already labelled. Doesn't mean it's guaranteed safe--a few hazards might've been missed or overlooked--but you're going to have a MUCH easier time crossing that field than the one where literally every step could have a landmine and you won't know until it explodes! Or, to be more accurate, random guessing-and-checking, hoping you eventually stumble upon a workable solution. There are better ways to navigate a minefield than sending soldiers across it until they've stepped on almost all of the mines. Someone giving you a map of where most of the mines are known to be is not [I]discouraging[/I] you from navigating that field. They're [I]helping[/I] you--rather a lot, actually. By knowing where [I]most[/I] of the mines are, you can focus on walking where they [I]aren't[/I]--or you can try your hand at defusing them, forearmed with the awareness that you're doing something risky. Less, sure. I'm not certain about a lot less. Even if I grant that, it applies just as much to the minefield that you've got a map that shows the locations of most (but not all) of the mines. [/QUOTE]
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