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General Tabletop Discussion
*TTRPGs General
The Dumbing Down of RPGs
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<blockquote data-quote="GMMichael" data-source="post: 6358599" data-attributes="member: 6685730"><p>What are examples of TRPG dumbing down? Simpler rules that restrict options (like the Starter Set's, "in combat you can do THIS and THIS and THIS"), excess hit points, a glut of classes so large as to render classes pointless (from 3rd ed.), automatic successes (Gumshoe's clue-searching), and, as you say, features from prefabs.</p><p></p><p></p><p>Good call - with the less-interactive nature of VRPGs compared to TRPGs, there are significant differences in how a dumbing-down effect would occur.</p><p></p><p></p><p>How was it taught in the old school? Explicitly, in a game master's guide? If the game manuals of the '80s contained better/more useful advice than the manuals of the '00s, might we call that dumbing down?</p><p></p><p>By the way, I sense two segue threads coming on:</p><p></p><p>1) How do we keep our TRPGs smarter than VRPGs?</p><p>2) What is "fail forward?" (or, "Stop Hijacking Threads")</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6358599, member: 6685730"] What are examples of TRPG dumbing down? Simpler rules that restrict options (like the Starter Set's, "in combat you can do THIS and THIS and THIS"), excess hit points, a glut of classes so large as to render classes pointless (from 3rd ed.), automatic successes (Gumshoe's clue-searching), and, as you say, features from prefabs. Good call - with the less-interactive nature of VRPGs compared to TRPGs, there are significant differences in how a dumbing-down effect would occur. How was it taught in the old school? Explicitly, in a game master's guide? If the game manuals of the '80s contained better/more useful advice than the manuals of the '00s, might we call that dumbing down? By the way, I sense two segue threads coming on: 1) How do we keep our TRPGs smarter than VRPGs? 2) What is "fail forward?" (or, "Stop Hijacking Threads") [/QUOTE]
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