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<blockquote data-quote="clearstream" data-source="post: 8294722" data-attributes="member: 71699"><p>Thank you. This kind of thought addresses my question. If you are saying that from your observation it is a local blip, then that is a valuable point.</p><p></p><p></p><p>Definitionally, "skilled play" can't happen in CRPG. There is no improvise-intelligently-and-your-DM-will-tell-you-if-it-works. I haven't decided anything: that was the definition forced upon me. You can see the other threads for context.</p><p></p><p></p><p>In design work, users are very often unaware of the burning problems or needs that they are delighted to find solved. The very inability of users to articulate their needs is a barrier that takes insightful research to overcome.</p><p></p><p>Suddenly and surprisingly RPG became a thing. Of course, you can see its evolution in hindsight and understand some of what made it successful. That doesn't mean it would have been simply obvious that people wanted RPG ahead of time. The kind of subliminal tension I am suggesting might exist here - between TTRPG and CRPG - is not likely to be something players are consciously thinking about. Negative reactions to the very idea that they could have such worries is as likely to confirm, as disprove, that they do. </p><p></p><p>Over the arc of 4e and 5e design I have occasionally read commentary on how the TTRPG is positioned relative to CRPG. Attempts to bring things into TTRPG from CRPG. Worries about that. There is some unresolved tension there. How significant it is, and if it is valuable to solve, is another question of course.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8294722, member: 71699"] Thank you. This kind of thought addresses my question. If you are saying that from your observation it is a local blip, then that is a valuable point. Definitionally, "skilled play" can't happen in CRPG. There is no improvise-intelligently-and-your-DM-will-tell-you-if-it-works. I haven't decided anything: that was the definition forced upon me. You can see the other threads for context. In design work, users are very often unaware of the burning problems or needs that they are delighted to find solved. The very inability of users to articulate their needs is a barrier that takes insightful research to overcome. Suddenly and surprisingly RPG became a thing. Of course, you can see its evolution in hindsight and understand some of what made it successful. That doesn't mean it would have been simply obvious that people wanted RPG ahead of time. The kind of subliminal tension I am suggesting might exist here - between TTRPG and CRPG - is not likely to be something players are consciously thinking about. Negative reactions to the very idea that they could have such worries is as likely to confirm, as disprove, that they do. Over the arc of 4e and 5e design I have occasionally read commentary on how the TTRPG is positioned relative to CRPG. Attempts to bring things into TTRPG from CRPG. Worries about that. There is some unresolved tension there. How significant it is, and if it is valuable to solve, is another question of course. [/QUOTE]
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