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Sorry - I think the point was missed...
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<blockquote data-quote="woodelf" data-source="post: 2417899" data-attributes="member: 10201"><p>I've always thought that a fairly questionable solution. </p><p>Problem: rules are too complex to learn during one campaign.</p><p>Solution 1: play multiple campaigns</p><p>New Problem: people get tired of a given genre/setting before they can play sufficient multiple campaigns.</p><p>Solution 2: get everybody to use the same system, so that players can switch setting/genre without switching systems.</p><p></p><p>To me, the "obvious" solution to the problem is:</p><p>Solution 1a: make the rules simpler.</p><p></p><p>Now, admittedly, if people really <em>do</em> want games sufficiently complex that repeated play is the only way to learn/master them, then this is a reasonable solution. My personal experience is that that level of complexity is something put up with for other reasons (perceived verisimillitude, game balance, etc.), rather than something desirable on its own. Dunno whether all the RPers i know are outliers, whether the WotC research is flawed [since they won't reveal the details], or whether many/most of the RPers i know are lying to themselves.</p><p></p><p></p><p></p><p>Sure, but unless you at some point utilize the rules--such as by looking it up afterwards and using the real rule the next time it comes up--what's the advantage of all the crunch? There's really no point in having tons of rules you don't use, so, obviously, the intention is for you to use them, and making spot rulings is a fill-in solution for when you fail to use the "real" rule.</p></blockquote><p></p>
[QUOTE="woodelf, post: 2417899, member: 10201"] I've always thought that a fairly questionable solution. Problem: rules are too complex to learn during one campaign. Solution 1: play multiple campaigns New Problem: people get tired of a given genre/setting before they can play sufficient multiple campaigns. Solution 2: get everybody to use the same system, so that players can switch setting/genre without switching systems. To me, the "obvious" solution to the problem is: Solution 1a: make the rules simpler. Now, admittedly, if people really [i]do[/i] want games sufficiently complex that repeated play is the only way to learn/master them, then this is a reasonable solution. My personal experience is that that level of complexity is something put up with for other reasons (perceived verisimillitude, game balance, etc.), rather than something desirable on its own. Dunno whether all the RPers i know are outliers, whether the WotC research is flawed [since they won't reveal the details], or whether many/most of the RPers i know are lying to themselves. Sure, but unless you at some point utilize the rules--such as by looking it up afterwards and using the real rule the next time it comes up--what's the advantage of all the crunch? There's really no point in having tons of rules you don't use, so, obviously, the intention is for you to use them, and making spot rulings is a fill-in solution for when you fail to use the "real" rule. [/QUOTE]
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