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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Pedantic" data-source="post: 9043411" data-attributes="member: 6690965"><p>I do that all the time! A good example outside of TTRPGs is probably something like 18xx games in the board game space. They are all fundamentally similar, you buy shares in train companies, whoever owns the majority of the company makes decisions about its operation, and profits are divided amongst shareholders. There are over a hundred games that differ in lots of largely subtle ways (full-capitalization, vs. partial capitalization, slightly different auction styles for the initial private company draft, different sets of railroad tiles with varying degrees of restriction), and the ways in which those relatively small changes produce different board states, or even, just how the feel to use mechanically is part of the genre's appeal.</p><p></p><p>In TTRPGs, appreciating what a rule does, how it shapes incentives or how it models a specific thing, or perhaps how it elegantly uses a particular mechanic to reenforce the themes of what it's representing is very common. I ran across a binder of untouched 3.5 characters I built out at various levels to see how the features might come together just the other day. I've been trying to find various takes on skill systems from d20 derivative games from the early 00s to review, in an attempt to come up with a skill model I think is sufficiently comprehensive for my purposes for some time now.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9043411, member: 6690965"] I do that all the time! A good example outside of TTRPGs is probably something like 18xx games in the board game space. They are all fundamentally similar, you buy shares in train companies, whoever owns the majority of the company makes decisions about its operation, and profits are divided amongst shareholders. There are over a hundred games that differ in lots of largely subtle ways (full-capitalization, vs. partial capitalization, slightly different auction styles for the initial private company draft, different sets of railroad tiles with varying degrees of restriction), and the ways in which those relatively small changes produce different board states, or even, just how the feel to use mechanically is part of the genre's appeal. In TTRPGs, appreciating what a rule does, how it shapes incentives or how it models a specific thing, or perhaps how it elegantly uses a particular mechanic to reenforce the themes of what it's representing is very common. I ran across a binder of untouched 3.5 characters I built out at various levels to see how the features might come together just the other day. I've been trying to find various takes on skill systems from d20 derivative games from the early 00s to review, in an attempt to come up with a skill model I think is sufficiently comprehensive for my purposes for some time now. [/QUOTE]
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