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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9703538" data-attributes="member: 6790260"><p>More importantly, I think most people who play TTRPGs would be deeply confused why anyone would <em>care that much</em> about most of the things people who know what "simulationism" and "gamism" and "narrativism" mean.</p><p></p><p>They just want a game that:</p><p></p><p>Lets them have a cool (and often, humorous) fantastical adventure</p><p>Doesn't require them to memorize too much</p><p>Won't induce nasty arguments over stupid Rules Bovine Feces</p><p>Lets them come up with a fun and/or funny and/or awesome character </p><p>Helps them make that aforementioned character feel good to play</p><p>Produces an overall satisfying arc in a reasonable amount of time (presumably, between a few months and a year-ish)</p><p></p><p>You can see the ghost, the seeds, of what could become a preference for any of those three things (though I personally slice that watermelon a bit differently), <em>if</em> the player becomes especially enfranchised.</p><p></p><p>But most players? They'd be utterly baffled by the idea that a game needs a "diegetic" connection between the procedures one employs and the events that occur within the game. Probably would also be baffled at the significant level of mathematics that goes into designing a game that works smoothly without hiccups. They don't see those things and don't think about it that hard. They just play. That's a great thing for them--and I mean that very sincerely. It's a great thing that they can just sit down and have fun, assuming the game actually facilitates that. But those nebulous, vague, pure-feeling reactions are also <em>impossible</em> to use as meaningful input for game design, other than at the final-polish level where you already know the final shape, you just need to get it to a mirror shine.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9703538, member: 6790260"] More importantly, I think most people who play TTRPGs would be deeply confused why anyone would [I]care that much[/I] about most of the things people who know what "simulationism" and "gamism" and "narrativism" mean. They just want a game that: Lets them have a cool (and often, humorous) fantastical adventure Doesn't require them to memorize too much Won't induce nasty arguments over stupid Rules Bovine Feces Lets them come up with a fun and/or funny and/or awesome character Helps them make that aforementioned character feel good to play Produces an overall satisfying arc in a reasonable amount of time (presumably, between a few months and a year-ish) You can see the ghost, the seeds, of what could become a preference for any of those three things (though I personally slice that watermelon a bit differently), [I]if[/I] the player becomes especially enfranchised. But most players? They'd be utterly baffled by the idea that a game needs a "diegetic" connection between the procedures one employs and the events that occur within the game. Probably would also be baffled at the significant level of mathematics that goes into designing a game that works smoothly without hiccups. They don't see those things and don't think about it that hard. They just play. That's a great thing for them--and I mean that very sincerely. It's a great thing that they can just sit down and have fun, assuming the game actually facilitates that. But those nebulous, vague, pure-feeling reactions are also [I]impossible[/I] to use as meaningful input for game design, other than at the final-polish level where you already know the final shape, you just need to get it to a mirror shine. [/QUOTE]
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