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<blockquote data-quote="Manbearcat" data-source="post: 8299415" data-attributes="member: 6696971"><p>I meant <em>the type of skilled play will be a byproduct of the creative agenda the game is devised around (therefore inextricably wedded to it).</em></p><p></p><p>However, if you’ll note in one of my last posts, I also hold that you can focus on certain aspects of design (the balancing play at the Encounter/Scene level vs balancing it at the Adventuring Day level) and the design decision will inevitably build to different Creative Agendas (top down vs bottom up design). Ideally you’re doing both (you have a guiding mission statement/agenda and then you’re building out systems and integrating under that foundational premise) to avoid incoherency creep, but at a singular aspect of system level, your prospective agenda will invariably winnow based on such a design decision even if you haven’t thought of a foundational premise beforehand (but you do so to avoid incoherency when you’re building out each aspect of system and integrating/layering them).</p><p></p><p>When concrete agenda/foundational premise doesn’t exist at the beginning of design (to guide all subsequent design on doesn’t exist when your building out aspects of system and integrating/layering them,), your rudderless design will leave you apt to get lost on a sea of incoherency (yes I just engaged full snob mode and wrote that)…which leads to competing play priorities embedded in your moments of play…which leads to GM Force being the solution to those moments of play…which damages the competitive integrity of play…which undermines skilled play as a priority (see how I skillfully circled back to my prior post about Long Rest recharge vs anticlimax?! SKILLED PLAY IN FORUMING!).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8299415, member: 6696971"] I meant [I]the type of skilled play will be a byproduct of the creative agenda the game is devised around (therefore inextricably wedded to it).[/I] However, if you’ll note in one of my last posts, I also hold that you can focus on certain aspects of design (the balancing play at the Encounter/Scene level vs balancing it at the Adventuring Day level) and the design decision will inevitably build to different Creative Agendas (top down vs bottom up design). Ideally you’re doing both (you have a guiding mission statement/agenda and then you’re building out systems and integrating under that foundational premise) to avoid incoherency creep, but at a singular aspect of system level, your prospective agenda will invariably winnow based on such a design decision even if you haven’t thought of a foundational premise beforehand (but you do so to avoid incoherency when you’re building out each aspect of system and integrating/layering them). When concrete agenda/foundational premise doesn’t exist at the beginning of design (to guide all subsequent design on doesn’t exist when your building out aspects of system and integrating/layering them,), your rudderless design will leave you apt to get lost on a sea of incoherency (yes I just engaged full snob mode and wrote that)…which leads to competing play priorities embedded in your moments of play…which leads to GM Force being the solution to those moments of play…which damages the competitive integrity of play…which undermines skilled play as a priority (see how I skillfully circled back to my prior post about Long Rest recharge vs anticlimax?! SKILLED PLAY IN FORUMING!). [/QUOTE]
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