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<blockquote data-quote="hawkeyefan" data-source="post: 9055941" data-attributes="member: 6785785"><p>I think that the amount of page space devoted to an aspect of play is a clear indicator of what’s important to the game. I mean, when you look at a rulebook, it gives you a good impression of what the game is about. It spends time on what’s important. And while I don’t think that’s necessarily universal or that there cannot be some exceptions, I think it’s generally true. </p><p></p><p>It’s not just the volume of rules, but their nature as well. Every creature or character in D&D 5e has hit points and armor class and attacks, along with special abilities they can use… most of which are focused on combat. No one who was previously unfamiliar with the game would look at the PHB and come away with the conclusion that it’s a game about exploration or social interaction. There are such elements, of course, but they’re clearly not primary. </p><p></p><p>I think another indicator in RPGs… probably a clearer one… is to look at what player actions the rules reward. What is the game telling players they should be trying to do? What’s incentivized? That’s what most players are going to try and do in the game. For many games, that comes in the form of an experience or advancement system. I think a game that rewards killing monsters is going to play a bit different than one that rewards exploration or social interaction. Even a change to XP for gold instead of for defeating monsters is going to make a difference. </p><p></p><p>I think that’s one of the first things to look at when you’re first looking at a game. Look at what it rewards… that’s what play is going to be about.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9055941, member: 6785785"] I think that the amount of page space devoted to an aspect of play is a clear indicator of what’s important to the game. I mean, when you look at a rulebook, it gives you a good impression of what the game is about. It spends time on what’s important. And while I don’t think that’s necessarily universal or that there cannot be some exceptions, I think it’s generally true. It’s not just the volume of rules, but their nature as well. Every creature or character in D&D 5e has hit points and armor class and attacks, along with special abilities they can use… most of which are focused on combat. No one who was previously unfamiliar with the game would look at the PHB and come away with the conclusion that it’s a game about exploration or social interaction. There are such elements, of course, but they’re clearly not primary. I think another indicator in RPGs… probably a clearer one… is to look at what player actions the rules reward. What is the game telling players they should be trying to do? What’s incentivized? That’s what most players are going to try and do in the game. For many games, that comes in the form of an experience or advancement system. I think a game that rewards killing monsters is going to play a bit different than one that rewards exploration or social interaction. Even a change to XP for gold instead of for defeating monsters is going to make a difference. I think that’s one of the first things to look at when you’re first looking at a game. Look at what it rewards… that’s what play is going to be about. [/QUOTE]
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