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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8634107" data-attributes="member: 6790260"><p>This, I believe, is specifically the problem. That is, have you not just described "Mother-May-I" so-called "design"? <em>Anyone</em> can attempt "hear input, narrate result." That's not a game design, it is literally <em>conversing with other people</em>.</p><p></p><p></p><p>Very truly: I am glad that you have found it such. My experience has been exactly the opposite, much to my consternation. 3rd edition at least had the excuse of being really badly made. 5e is not "really badly made," it's just made from parts that don't talk to each other or design choices that actively compete against one another. For instance, making early levels have few options and minimal choices so new players can have an easy onramp....and then also making early levels be RIDICULOUSLY DEADLY such that new players, who don't really know what they're doing, are extremely likely to have characters die, and thus extremely likely to experience a "quit moment" rather than keep playing. Or the (admitted) issues with resting, where the game was designed expecting people would <em>choose</em> to extend the time between long rests as much as possible, when there are huge incentives to do exactly the opposite <em>if you want to succeed more</em>; they predicated their design on willingly ignoring a dominant strategy and then gave a shocked pikachu face when people <em>followed the dominant strategy</em>, particularly when not following it feels like a slog. </p><p></p><p>Or, for an example that is simply <em>weak</em> design without actually producing <em>conflict</em> per se, the rampant over-use of Advantage, something I predicted back in the D&D Next playtest and which remains a pernicious weakness for 5e. One that will likely be difficult to solve, because the only "solutions" I know of require breaking one or more of the characteristics that made Advantage valuable in the first place (its one-stop-shopping nature, its extreme simplicity, or the fact that it doesn't stack).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8634107, member: 6790260"] This, I believe, is specifically the problem. That is, have you not just described "Mother-May-I" so-called "design"? [I]Anyone[/I] can attempt "hear input, narrate result." That's not a game design, it is literally [I]conversing with other people[/I]. Very truly: I am glad that you have found it such. My experience has been exactly the opposite, much to my consternation. 3rd edition at least had the excuse of being really badly made. 5e is not "really badly made," it's just made from parts that don't talk to each other or design choices that actively compete against one another. For instance, making early levels have few options and minimal choices so new players can have an easy onramp....and then also making early levels be RIDICULOUSLY DEADLY such that new players, who don't really know what they're doing, are extremely likely to have characters die, and thus extremely likely to experience a "quit moment" rather than keep playing. Or the (admitted) issues with resting, where the game was designed expecting people would [I]choose[/I] to extend the time between long rests as much as possible, when there are huge incentives to do exactly the opposite [I]if you want to succeed more[/I]; they predicated their design on willingly ignoring a dominant strategy and then gave a shocked pikachu face when people [I]followed the dominant strategy[/I], particularly when not following it feels like a slog. Or, for an example that is simply [I]weak[/I] design without actually producing [I]conflict[/I] per se, the rampant over-use of Advantage, something I predicted back in the D&D Next playtest and which remains a pernicious weakness for 5e. One that will likely be difficult to solve, because the only "solutions" I know of require breaking one or more of the characteristics that made Advantage valuable in the first place (its one-stop-shopping nature, its extreme simplicity, or the fact that it doesn't stack). [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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