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General Tabletop Discussion
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Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8853525" data-attributes="member: 7023840"><p>One of the difficulties in these types of conversations (other than stumbling back into a thread you started and seeing that people are discussing simultaneous actions, which, okay?) is the continuing belief that preferences are universal. That there is some objective measurement of "good design" that works for everyone, everywhere, all at once. The idea of tradeoffs in design, which is well-acknowledged in most areas, seems curiously absent in these discussions.</p><p></p><p>Which is not to single out this particular comment, but to add to it. On the one hand, there are many people that do not enjoy tracking anything, really. There are quite a few players that are perfectly happy to set forth with a rules-lite RPG (or even a "black box" FKR TTRPG) and be none the wiser. On the other hand, there are those that genuinely love system mastery and resource management- ideas that can only happen with detailed rules <em>and</em> detailed record keeping. And there are those that fall somewhere in between, or have different preferences at different times (Tonight, we play Pictionary, and tomorrow we will continue The Campaign for North Africa). </p><p></p><p>D&D, for various reasons, has never been defined solely by its ruleset- this is evident with 5e, when you have people bending it more 3e/4e "RAW" directions, as well as people bending it to more OSR/1e directions. Unfortunately, a lack of standardization in rules is rarely something that proves successful when monetizing your product or pivoting to a shared VTT experience, so it will be interesting to see if 5.5e goes in the direction of locking the system down more (a la 4e's attempts) or not. We will see!</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8853525, member: 7023840"] One of the difficulties in these types of conversations (other than stumbling back into a thread you started and seeing that people are discussing simultaneous actions, which, okay?) is the continuing belief that preferences are universal. That there is some objective measurement of "good design" that works for everyone, everywhere, all at once. The idea of tradeoffs in design, which is well-acknowledged in most areas, seems curiously absent in these discussions. Which is not to single out this particular comment, but to add to it. On the one hand, there are many people that do not enjoy tracking anything, really. There are quite a few players that are perfectly happy to set forth with a rules-lite RPG (or even a "black box" FKR TTRPG) and be none the wiser. On the other hand, there are those that genuinely love system mastery and resource management- ideas that can only happen with detailed rules [I]and[/I] detailed record keeping. And there are those that fall somewhere in between, or have different preferences at different times (Tonight, we play Pictionary, and tomorrow we will continue The Campaign for North Africa). D&D, for various reasons, has never been defined solely by its ruleset- this is evident with 5e, when you have people bending it more 3e/4e "RAW" directions, as well as people bending it to more OSR/1e directions. Unfortunately, a lack of standardization in rules is rarely something that proves successful when monetizing your product or pivoting to a shared VTT experience, so it will be interesting to see if 5.5e goes in the direction of locking the system down more (a la 4e's attempts) or not. We will see! [/QUOTE]
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