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General Tabletop Discussion
*Pathfinder & Starfinder
Should game designers remain neutral when designing D&D?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6254714" data-attributes="member: 5143"><p>Great, so playstyles you don't agree with now aren't counted as playstyles? Diceless/freeform is certainly a playstyle. I've played at tables where dice weren't rolled for anything for 3 or 4 sessions straight(though we weren't strictly playing the game diceless, but we were minimizing the number of rolls we made to only what we considered essential).</p><p></p><p>At its core roleplaying is simple: Pretend to be a character within an alternate universe.</p><p></p><p>Rules help to guide the game to the kind of experience you want. If the rules say "Flip a coin, one of the players calls it, if he wins, the party defeats the monsters they are fighting" it creates a game with a really quick and very random combat system. Combat is dangerous because of a 50/50 chance you'll lose, so it's likely avoided. However, that depends on what the rules for losing are. If they aren't harsh, maybe combat happens more often because of how much time it takes to resolve. It might turn off players whose playstyle includes tactical play or are very interested in the details of combat.</p><p></p><p>On the flip side(pun intended), a game with combat rules that simulate every swing, feint, parry, dodge, and stab might make combat take 2 hours to complete. This might appeal to some players way more than others. Some players who don't care about combat will get bored and feel that the game feels too much like a video game or something because of how many rules there are for fighting. The game might feel like it resolves around combat more since more of the time spent at the table is spent thinking about combat. It likely causes characters to spend more of their character creation time thinking about what combat abilities their character has and how their character performs in combat.</p><p></p><p>That's kind of the point. Every rule carries a playstyle assumption with it. At best you can try to make a rule that has a happy medium between the two extremes in any particular situation. Though while doing so, you risk alienating both sides.</p><p></p><p>Inevitably, each game will have a playstyle that it works best with.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6254714, member: 5143"] Great, so playstyles you don't agree with now aren't counted as playstyles? Diceless/freeform is certainly a playstyle. I've played at tables where dice weren't rolled for anything for 3 or 4 sessions straight(though we weren't strictly playing the game diceless, but we were minimizing the number of rolls we made to only what we considered essential). At its core roleplaying is simple: Pretend to be a character within an alternate universe. Rules help to guide the game to the kind of experience you want. If the rules say "Flip a coin, one of the players calls it, if he wins, the party defeats the monsters they are fighting" it creates a game with a really quick and very random combat system. Combat is dangerous because of a 50/50 chance you'll lose, so it's likely avoided. However, that depends on what the rules for losing are. If they aren't harsh, maybe combat happens more often because of how much time it takes to resolve. It might turn off players whose playstyle includes tactical play or are very interested in the details of combat. On the flip side(pun intended), a game with combat rules that simulate every swing, feint, parry, dodge, and stab might make combat take 2 hours to complete. This might appeal to some players way more than others. Some players who don't care about combat will get bored and feel that the game feels too much like a video game or something because of how many rules there are for fighting. The game might feel like it resolves around combat more since more of the time spent at the table is spent thinking about combat. It likely causes characters to spend more of their character creation time thinking about what combat abilities their character has and how their character performs in combat. That's kind of the point. Every rule carries a playstyle assumption with it. At best you can try to make a rule that has a happy medium between the two extremes in any particular situation. Though while doing so, you risk alienating both sides. Inevitably, each game will have a playstyle that it works best with. [/QUOTE]
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Should game designers remain neutral when designing D&D?
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