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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8634119" data-attributes="member: 71699"><p>As an aside, I would encourage folk to read and contrast purchaser reviews on Amazon for Rifts and 5e.</p><p></p><p>There's the headline 79% (170) 5-star against 90% (40,000) but for me the testimonials attached to those scores are what really speak to the quality of each game (read multiple so as to avoid any sense of cherrypicking!)</p><p></p><p></p><p>There's some ambiguity in your wording here. Do you mean an RPG is not conversing with other people, and the problem is that 5e is a conversation? By way of reference</p><p></p><p>Or do you fear that the DM being involved in the conversation ends the conversation? Why? How is that obviated if say we elect someone at random to narrate? How is that obviated if a player narrates their own successes?</p><p></p><p></p><p>Some reasearch was done on early game difficulty, in Australia. The outcomes were that folk on average dislike an overly easy early game. It seems like they want to respect the challenge in order to feel that any skill they express is really, er, skillful. (Connects well with your Score-Achievement.) What is crucial is that they can see that they can do better next time. Ideally, they have some idea what they want to try... how they might overcome the obstacle.</p><p></p><p>Games that were much easier up front were also found to be less engaging by players (strictly speaking, resulted in less <em>perseverance</em>) than games that were harder, with a couple of caveats. The obstacle couldn't be one that they couldn't possibly imagine overcoming. It couldn't be an impenetrable wall. As I said, they had to be able to come up with a good idea of what to try next: believing that success was possible for them.</p><p></p><p></p><p>Advantage is a good mechanic, but I agree leaned on too heavily now in 5e. It's worth counting among its merits that with advantage, you have a better chance of making a success within your range, but your range isn't shifted. Die modifers - especially when stacked - shift your range. Sometimes undesirably.</p><p></p><p>I believe the right approach is both together (advantage and die modifers.) It's been interesting to see more recent PbtA designs include advantage (roll 3d6, keep highest two) and disadvantage.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8634119, member: 71699"] As an aside, I would encourage folk to read and contrast purchaser reviews on Amazon for Rifts and 5e. There's the headline 79% (170) 5-star against 90% (40,000) but for me the testimonials attached to those scores are what really speak to the quality of each game (read multiple so as to avoid any sense of cherrypicking!) There's some ambiguity in your wording here. Do you mean an RPG is not conversing with other people, and the problem is that 5e is a conversation? By way of reference Or do you fear that the DM being involved in the conversation ends the conversation? Why? How is that obviated if say we elect someone at random to narrate? How is that obviated if a player narrates their own successes? Some reasearch was done on early game difficulty, in Australia. The outcomes were that folk on average dislike an overly easy early game. It seems like they want to respect the challenge in order to feel that any skill they express is really, er, skillful. (Connects well with your Score-Achievement.) What is crucial is that they can see that they can do better next time. Ideally, they have some idea what they want to try... how they might overcome the obstacle. Games that were much easier up front were also found to be less engaging by players (strictly speaking, resulted in less [I]perseverance[/I]) than games that were harder, with a couple of caveats. The obstacle couldn't be one that they couldn't possibly imagine overcoming. It couldn't be an impenetrable wall. As I said, they had to be able to come up with a good idea of what to try next: believing that success was possible for them. Advantage is a good mechanic, but I agree leaned on too heavily now in 5e. It's worth counting among its merits that with advantage, you have a better chance of making a success within your range, but your range isn't shifted. Die modifers - especially when stacked - shift your range. Sometimes undesirably. I believe the right approach is both together (advantage and die modifers.) It's been interesting to see more recent PbtA designs include advantage (roll 3d6, keep highest two) and disadvantage. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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