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General Tabletop Discussion
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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9278872" data-attributes="member: 82106"><p>I think that, while presentation is a vital thing, that system design is the key. Simple, but not overly so, clear and direct, but cohering in sophisticated ways to make a good whole. D&D always struck me, in my youth, as a weird game design. Half of it seems genius in central concept, but the execution is oddly off. Like the categories of saving throws, they're just arbitrary. Armor class is backwards, for no really discernible reason. d20 controls combat, but the blindingly obvious idea of a generalized d20 resolution mechanic is oddly missing. And all that odd gimpy design is glued onto a basically super elegant core of character power progression and graded challenges that sucks in the players and drives endless replay. Presentation, well it started bad, but they did learn!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9278872, member: 82106"] I think that, while presentation is a vital thing, that system design is the key. Simple, but not overly so, clear and direct, but cohering in sophisticated ways to make a good whole. D&D always struck me, in my youth, as a weird game design. Half of it seems genius in central concept, but the execution is oddly off. Like the categories of saving throws, they're just arbitrary. Armor class is backwards, for no really discernible reason. d20 controls combat, but the blindingly obvious idea of a generalized d20 resolution mechanic is oddly missing. And all that odd gimpy design is glued onto a basically super elegant core of character power progression and graded challenges that sucks in the players and drives endless replay. Presentation, well it started bad, but they did learn! [/QUOTE]
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