Reinventing the Wheel

Reynard

aka Ian Eller
Supporter
I feel like it is pretty common for folks to come up with solutions to known problem in TTRPGs that have already been not just thought of but implemented, sometimes for years or decades. it seems more common in the years following a spike in D&D's popularity in particular, and these days the very online nature of D&D fans and "influencers" makes this reinventing of the wheel all the more visible.

Why do you think this happens? Why do people end up solving already solved problem in TTRPGs so much, as opposed to seeking out existing solutions? Is it simply the DIY nature of TTRPGs, or is there something more driving it? Is it happening more today, or is it more visible?

What do you think?
 

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The solutions are not universal. In fact, I shy away from using "solution" at all when it comes to mechanics application. Sometimes, I like a game because it has lots of sub-systems like PF1, and sometimes I like a game that leans heavily into a single resolution mechanics like Traveller. Both games might have a similar issue I need a rule and or resolution process for. What works in one isnt going to work for another. In fact, one person;s soultion for the same game is often unsatisfactory for me. Alternatively, when a cool mechanic that works well gets dropped, folks like to apply in numerous places and systems if it works that well for them.
 

The solutions are not universal. In fact, I shy away from using "solution" at all when it comes to mechanics application. Sometimes, I like a game because it has lots of sub-systems like PF1, and sometimes I like a game that leans heavily into a single resolution mechanics like Traveller. Both games might have a similar issue I need a rule and or resolution process for. What works in one isnt going to work for another. In fact, one person;s soultion for the same game is often unsatisfactory for me. Alternatively, when a cool mechanic that works well gets dropped, folks like to apply in numerous places and systems if it works that well for them.
Sure but that isn't what I am talking about. When people try and solve the "initiative problem" (just by way of example) they will come up will all kinds of solutions -- most of whiuch have been implemented in some game or another. My question is, why do they reinvent that solution, rather than seek out solutions others have already developed given that the hobby has a 50 year history? Is it simply the nature of gamers to tinker with the rules, and it isn't really about finding the best solution for the problem at hand?
 

Sure but that isn't what I am talking about. When people try and solve the "initiative problem" (just by way of example) they will come up will all kinds of solutions -- most of whiuch have been implemented in some game or another. My question is, why do they reinvent that solution, rather than seek out solutions others have already developed given that the hobby has a 50 year history? Is it simply the nature of gamers to tinker with the rules, and it isn't really about finding the best solution for the problem at hand?
Folks are not satisfied with the available "solutions". Whether thats a desire to be a DIY designer or just have some nitpicks with how its generally been done across the industry. I cant quantify the amount of happenings, but my general knee jerk reaction is to say the internet and social media makes everything seem more common now. Makes the world smaller.
 

I feel like it is pretty common for folks to come up with solutions to known problem in TTRPGs that have already been not just thought of but implemented, sometimes for years or decades. it seems more common in the years following a spike in D&D's popularity in particular, and these days the very online nature of D&D fans and "influencers" makes this reinventing of the wheel all the more visible.

Why do you think this happens? Why do people end up solving already solved problem in TTRPGs so much, as opposed to seeking out existing solutions? Is it simply the DIY nature of TTRPGs, or is there something more driving it? Is it happening more today, or is it more visible?

What do you think?

This has been happening from day one. Will continue to happen. There are so many games coming out now each day that it would be impossible for folks to ever not be retreading the same ground. I don't think it is particularly an issue in a DIY hobby. That should be expected. At this stage it would be like a musician complaining about or taking credit for playing the A chord
 


Why do you think this happens? Why do people end up solving already solved problem in TTRPGs so much, as opposed to seeking out existing solutions? Is it simply the DIY nature of TTRPGs, or is there something more driving it? Is it happening more today, or is it more visible?

What do you think?

There's several reasons that apply to various instances.

As already mentioned, solutions are not universal, because there is no real standardization in systems. Given mechanical differences across systems, a solution in one may not be applicable in another. Like, a solution that's a change to D&D hit points is not applicable in a system that doesn't have a close analog to hit points.

In addition, there's no broad standardization in playstyle - a change that solves a problem in one style of play may not function within a different playstyle.

On top of that, seeking out solutions can be daunting. Solutions are buried in dozens of other games, supplements, and internet messages, or in the heads of thousands of other gamers. And 90% of what you get in searching is crud that doesn't apply, given to you by someone who didn't really understand your problem.
 

Folks are not satisfied with the available "solutions". Whether thats a desire to be a DIY designer or just have some nitpicks with how its generally been done across the industry. I cant quantify the amount of happenings, but my general knee jerk reaction is to say the internet and social media makes everything seem more common now. Makes the world smaller.
I don't get the impression that most folks have looked at other solutions.
 

This has been happening from day one. Will continue to happen. There are so many games coming out now each day that it would be impossible for folks to ever not be retreading the same ground. I don't think it is particularly an issue in a DIY hobby. That should be expected. At this stage it would be like a musician complaining about or taking credit for playing the A chord
I want to be clear: this is not cranky complaining about tkids these days. I am legitimately interested in the driving force behind this phenomena.

It has certainly been happening since day one, but the difference now is that there is 5 decades of design in the backgrounds.

So, when someone looks at (again, just by way of example) initiative in some particular game and says, "I really don't like how that works" what is the motivating force behind them tinkering until the develop a solution they like, which ends up being exactly the solution someone else developed a decade or more ago?

In other words, I am interested in exploring the relationship between seeking answers and developing answers in the context of game rules, in a world where there are LOTS of answers already out there.
 

I don't get the impression that most folks have looked at other solutions.
Some probably haven't, some probably have. It's hard to tell what people have looked at and, even though people do have the internet these days, it's hard to tell (and wrong to assume) that everyone has the same level of skill at finding other solutions to look at.
So I just don't sweat it. Maybe someone tries to house rule a solution to a problem they perceive in their own way, maybe they try to implement someone else's solution. Chances are no matter which direction they go, they'll screw it up anyway and create more problems than they're solving. ;)
 

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