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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
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="EzekielRaiden" data-source="post: 9706312" data-attributes="member: 6790260"><p>For <em>universe-building</em>, sure.</p><p></p><p>But I'm not talking about <em>universe-building</em>. I'm talking about the process of actually <em>playing</em>.</p><p></p><p></p><p>Well...I mean, no, not really. It's just that a mechanical device which fits into the kind of space it needs to (a roughly inch-/2.5cm-wide cylinder no more than a couple inches/10cm deep, or a block no more than about the size of a playing card deck, perhaps stretched or squished a bit) doesn't really have a lot of <em>options</em> for how it can be designed in order to still be usable. The vast majority of locks IRL use pins (or wafers, for low-security, high-wear applications) and springs. ("Dimple" locks are basically just sideways, narrow pin-tumbler locks, and vulnerable to most of the same exploits.) The only major exceptions are "disc detainer" locks and tubular locks (e.g. the kind used on vending machines, with a key that has a cylindrical shape), which require a specialized tool for easy picking and are relatively modern inventions. The best high-security locks (e.g. those used by the US military to lock nuclear materials!) are, functionally, just really really high-quality pin-tumbler locks with extra pins, and picking them is, again, mostly a matter of having the right tool to make it easier. Old-style "warded locks" are basically never used anymore except for cosmetic purposes, because they're almost trivial to pick and extremely susceptible to skeleton keys.</p><p></p><p>It's not really a matter of anyone conspiring against anyone else. It's that a machine that is simple to use, small enough for purpose, resistant to wear-and-tear/dirt-and-grime, and which works <em>consistently</em> with the right key, has extremely tight design constraints. Or, to turn an old phrase, if you can build a better locking mechanism, the world will beat a path to your door...and then be unable to get in because it's locked. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p>But are you actually willing to use that argument? Are you willing to commit to it?</p><p></p><p>Because that opens you up to a number of rebuttals I'm not sure you want to face. Like the idea that, because it's a game, it should be designed to be entertaining <em>as a game</em>, in addition to and separately from its realism, historicity, etc.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9706312, member: 6790260"] For [I]universe-building[/I], sure. But I'm not talking about [I]universe-building[/I]. I'm talking about the process of actually [I]playing[/I]. Well...I mean, no, not really. It's just that a mechanical device which fits into the kind of space it needs to (a roughly inch-/2.5cm-wide cylinder no more than a couple inches/10cm deep, or a block no more than about the size of a playing card deck, perhaps stretched or squished a bit) doesn't really have a lot of [I]options[/I] for how it can be designed in order to still be usable. The vast majority of locks IRL use pins (or wafers, for low-security, high-wear applications) and springs. ("Dimple" locks are basically just sideways, narrow pin-tumbler locks, and vulnerable to most of the same exploits.) The only major exceptions are "disc detainer" locks and tubular locks (e.g. the kind used on vending machines, with a key that has a cylindrical shape), which require a specialized tool for easy picking and are relatively modern inventions. The best high-security locks (e.g. those used by the US military to lock nuclear materials!) are, functionally, just really really high-quality pin-tumbler locks with extra pins, and picking them is, again, mostly a matter of having the right tool to make it easier. Old-style "warded locks" are basically never used anymore except for cosmetic purposes, because they're almost trivial to pick and extremely susceptible to skeleton keys. It's not really a matter of anyone conspiring against anyone else. It's that a machine that is simple to use, small enough for purpose, resistant to wear-and-tear/dirt-and-grime, and which works [I]consistently[/I] with the right key, has extremely tight design constraints. Or, to turn an old phrase, if you can build a better locking mechanism, the world will beat a path to your door...and then be unable to get in because it's locked. :p But are you actually willing to use that argument? Are you willing to commit to it? Because that opens you up to a number of rebuttals I'm not sure you want to face. Like the idea that, because it's a game, it should be designed to be entertaining [I]as a game[/I], in addition to and separately from its realism, historicity, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top