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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Enrahim" data-source="post: 9675317" data-attributes="member: 7025577"><p>The reason for the stated rule without question or explenation is that I without that rule do not see anything in the rules protecting it from descending into a argument. That is counter to the fast paced light hearted feel of the game I am aiming for in this particular design. Just the act of asking the question is taking the game out of it's intended flow, and into a meta domain I think subtract greatly from the intended experience. In other words that "no question rule" is <em>essential</em> for the experience I want to achieve with this game.</p><p></p><p>If you have any rules suggestions that would limit the reliance on trusting the cat without compromising that core fast paced experience, I am all ears! I think that would greatly improve my design! (And if posible to translate to RPG context might work wonders on my rpg games as well)</p><p></p><p>(Edit: this should go without saying, but I add it as it might be important. The rules of this game of course do not apply outside playing the game. The players can of course question, probe, argue and bicker as much as they like after the game is over. Thus there are social mechanisms as old as humanity itself to keep the cat honest. The advice of assuming the cat to be honest also only applies within the scope of the game)</p><p></p><p>Yes, I absolutely don't expect everyone to want this experience! Else I would probably be sitting on a gold mine with this design <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I think you missed an important moment in real rule 4: Only mice with cards left lose if the cat finishes. I think this is the most likely outcome. So my hope would be that first time players might do as you and at first enter it as if it was purely cooperative. Then as the game progresses, or in subsequent games, they both gradually have gotten a bag of tricks that is somewhat working while having a growing realisation that they might want to prioritise looking out for themselves. This kind of evolving gameplay as the group matures is a feature I like in certain board games.</p><p></p><p>And I never claimed to make something Lanefan described. I said I was inspired. For one thing I am pretty certain Lanefan is not actually playing Uno for decades, confusing it for an RPG <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Enrahim, post: 9675317, member: 7025577"] The reason for the stated rule without question or explenation is that I without that rule do not see anything in the rules protecting it from descending into a argument. That is counter to the fast paced light hearted feel of the game I am aiming for in this particular design. Just the act of asking the question is taking the game out of it's intended flow, and into a meta domain I think subtract greatly from the intended experience. In other words that "no question rule" is [I]essential[/I] for the experience I want to achieve with this game. If you have any rules suggestions that would limit the reliance on trusting the cat without compromising that core fast paced experience, I am all ears! I think that would greatly improve my design! (And if posible to translate to RPG context might work wonders on my rpg games as well) (Edit: this should go without saying, but I add it as it might be important. The rules of this game of course do not apply outside playing the game. The players can of course question, probe, argue and bicker as much as they like after the game is over. Thus there are social mechanisms as old as humanity itself to keep the cat honest. The advice of assuming the cat to be honest also only applies within the scope of the game) Yes, I absolutely don't expect everyone to want this experience! Else I would probably be sitting on a gold mine with this design :D I think you missed an important moment in real rule 4: Only mice with cards left lose if the cat finishes. I think this is the most likely outcome. So my hope would be that first time players might do as you and at first enter it as if it was purely cooperative. Then as the game progresses, or in subsequent games, they both gradually have gotten a bag of tricks that is somewhat working while having a growing realisation that they might want to prioritise looking out for themselves. This kind of evolving gameplay as the group matures is a feature I like in certain board games. And I never claimed to make something Lanefan described. I said I was inspired. For one thing I am pretty certain Lanefan is not actually playing Uno for decades, confusing it for an RPG :D [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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