Asisreo
Patron Badass
When me and my friends get in a debate, we get going something fierce but it's all in fun because we know each other and can tell when we're joking. Sometimes, it leaks into my typing and I can't tell you how many times I've had to backspace entire paragraphs.
What sucks the most is when there's something that's a matter of opinion like which TTRPG is better or something. I know there's no end in sight to actually finishing the "debate" but I'm usually passionate about some stuff that I put alot of work into, some of which is game design.
I'll use this thread to call the majority of these forum posters out:
You don't know jack-squat about game design and much of what you imagine is wrong with your system is just a matter of designing something that fits a design goal. You'll never have fun playing a star wars TTRPG if your least favorite genre is sci-fi. If you don't want magic in your games, play a TTRPG without magic. Game designers work extremely hard working with complex game theories in order to maximize a fun experience within their games. Some games aren't fun, true, but I see complaints about designs that are brilliant if they knew how the designs worked.
A GM complained that our characters were too squishy in CoC because he wanted to play an action-mystery or something. I wanted to slam my head on the table.
So yeah, you'll notice I bring up that something isn't as good or (more likely) bad as it appears because the design and how it meshes with a character, system, setting, and player can really change how it's percieved.
What sucks the most is when there's something that's a matter of opinion like which TTRPG is better or something. I know there's no end in sight to actually finishing the "debate" but I'm usually passionate about some stuff that I put alot of work into, some of which is game design.
I'll use this thread to call the majority of these forum posters out:
You don't know jack-squat about game design and much of what you imagine is wrong with your system is just a matter of designing something that fits a design goal. You'll never have fun playing a star wars TTRPG if your least favorite genre is sci-fi. If you don't want magic in your games, play a TTRPG without magic. Game designers work extremely hard working with complex game theories in order to maximize a fun experience within their games. Some games aren't fun, true, but I see complaints about designs that are brilliant if they knew how the designs worked.
A GM complained that our characters were too squishy in CoC because he wanted to play an action-mystery or something. I wanted to slam my head on the table.
So yeah, you'll notice I bring up that something isn't as good or (more likely) bad as it appears because the design and how it meshes with a character, system, setting, and player can really change how it's percieved.