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<blockquote data-quote="EzekielRaiden" data-source="post: 8852401" data-attributes="member: 6790260"><p>Numerous factors. Game design can affect some, not all. Things it can't influence include:</p><ol> <li data-xf-list-type="ol">Reluctance about responsibility. All DMing entails responsibility.</li> <li data-xf-list-type="ol">Extra expected effort. DMs coordinate stuff and remember information.</li> <li data-xf-list-type="ol">Investment: books, tools, applications. Many DMs put $$$ into things. That's a barrier.</li> </ol><p>Intuitively: innate general human worries, inherent to the idea/structure of TTRPGs. Unavoidable.</p><p></p><p>Things design <em>can</em> influence include:</p><ol> <li data-xf-list-type="ol">Effort level to use the rules</li> <li data-xf-list-type="ol">DM tools quality (how fast, intuitive, flexible, etc.)</li> <li data-xf-list-type="ol">Ruleset effectiveness (does it do what most DMs playing it would want)</li> <li data-xf-list-type="ol">Balance</li> <li data-xf-list-type="ol">Advice quality & digestibility</li> <li data-xf-list-type="ol">Amount of free apps/content</li> </ol><p>Intuitively: design, discussion, applications/tools. Only indirectly <em>motivation</em>; mostly <em>execution</em>. Hence, I push hard for...all these things. Because designers can influence them. <em>Avoidable</em> barriers. Ideal: low-effort, well-balanced rules that very effectively do what almost all DMs want, with fast, intuitive, flexible tools, all explained sweet and simple. Plus, robust free tools & ample free content to start off from. No game has ever been ideal. Better design lets us get closer.</p><p></p><p>Note, influence. NOT "determine." <strong><em>Influence</em>.</strong> No rule, system, advice, etc. can <em>determine</em>. But influence still matters.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8852401, member: 6790260"] Numerous factors. Game design can affect some, not all. Things it can't influence include: [LIST=1] [*]Reluctance about responsibility. All DMing entails responsibility. [*]Extra expected effort. DMs coordinate stuff and remember information. [*]Investment: books, tools, applications. Many DMs put $$$ into things. That's a barrier. [/LIST] Intuitively: innate general human worries, inherent to the idea/structure of TTRPGs. Unavoidable. Things design [I]can[/I] influence include: [LIST=1] [*]Effort level to use the rules [*]DM tools quality (how fast, intuitive, flexible, etc.) [*]Ruleset effectiveness (does it do what most DMs playing it would want) [*]Balance [*]Advice quality & digestibility [*]Amount of free apps/content [/LIST] Intuitively: design, discussion, applications/tools. Only indirectly [I]motivation[/I]; mostly [I]execution[/I]. Hence, I push hard for...all these things. Because designers can influence them. [I]Avoidable[/I] barriers. Ideal: low-effort, well-balanced rules that very effectively do what almost all DMs want, with fast, intuitive, flexible tools, all explained sweet and simple. Plus, robust free tools & ample free content to start off from. No game has ever been ideal. Better design lets us get closer. Note, influence. NOT "determine." [B][I]Influence[/I].[/B] No rule, system, advice, etc. can [I]determine[/I]. But influence still matters. [/QUOTE]
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