Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Dumbing Down of RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Siberys" data-source="post: 6356152" data-attributes="member: 30619"><p>That could very possibly be observational bias - older games seemed harder to you because, when you first ran into them, you were less skilled than you are now. And if it's not that, it could be because of the growth in popularity of games of that type - you see more dumber games just because there's more games.</p><p></p><p>Most of the problems described in the OP seem to me to be things that, in TTRPGs, would be under the control of the GM. I mean, if the GM is taking cues from games that make these decisions, that may be bad, but as has been noted previously, those decisions weren't made in a vacuum. If running a game that way delivers the experience the GM is aiming, go for it. As a matter of fact, it's imperative, IMO, that a GM learn this lesson - ignore the stuff that doesn't result in the feel you're going for! If you're not going for a gritty, resource-management-is-king feel, don't track ammo. If you're playing a game with a lighter tone, take death off of the table as a possibility. At that point, all you're really saying "this won't be fun in this context, so let's make sure it doesn't happen."</p><p></p><p>I've gotten to the point, as a hobbyist programmer and a hobbyist gamer, that large rulesets seem dumber to me than smaller ones. This is because large rulesets feel like programming languages to me, and I'm very familiar with the limitations of programming languages. Why waste all of my mental capacity resolving stuff with this system, when another just takes my existing expectations and runs with 'em? In the same way that you can't go outside the bounds of a computer game's plot, it's more difficult to go outside the bounds of a published game the heavier it is. Now, that's fine if you're aiming at a particular experience, but the games that aim for evoking specific outcomes are usually (though admittedly not always) also lighter.</p><p></p><p> I guess what I'm saying is that you can dumb down (or "simplify," if you prefer) mechanics without dumbing down the game.</p></blockquote><p></p>
[QUOTE="Siberys, post: 6356152, member: 30619"] That could very possibly be observational bias - older games seemed harder to you because, when you first ran into them, you were less skilled than you are now. And if it's not that, it could be because of the growth in popularity of games of that type - you see more dumber games just because there's more games. Most of the problems described in the OP seem to me to be things that, in TTRPGs, would be under the control of the GM. I mean, if the GM is taking cues from games that make these decisions, that may be bad, but as has been noted previously, those decisions weren't made in a vacuum. If running a game that way delivers the experience the GM is aiming, go for it. As a matter of fact, it's imperative, IMO, that a GM learn this lesson - ignore the stuff that doesn't result in the feel you're going for! If you're not going for a gritty, resource-management-is-king feel, don't track ammo. If you're playing a game with a lighter tone, take death off of the table as a possibility. At that point, all you're really saying "this won't be fun in this context, so let's make sure it doesn't happen." I've gotten to the point, as a hobbyist programmer and a hobbyist gamer, that large rulesets seem dumber to me than smaller ones. This is because large rulesets feel like programming languages to me, and I'm very familiar with the limitations of programming languages. Why waste all of my mental capacity resolving stuff with this system, when another just takes my existing expectations and runs with 'em? In the same way that you can't go outside the bounds of a computer game's plot, it's more difficult to go outside the bounds of a published game the heavier it is. Now, that's fine if you're aiming at a particular experience, but the games that aim for evoking specific outcomes are usually (though admittedly not always) also lighter. I guess what I'm saying is that you can dumb down (or "simplify," if you prefer) mechanics without dumbing down the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Dumbing Down of RPGs
Top