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The Tragedy of Flat Math
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<blockquote data-quote="pemerton" data-source="post: 6006992" data-attributes="member: 42582"><p>I wonder if you have heard of Robin Laws. Some people would regard him as the single best contemporary RPG designer.</p><p></p><p>He has designed at least two RPGs in which DCs/target numbers/adversary bonuses are set by reference to the PCs' bonuses: The Dying Earth RPG, and HeroWars (known in its two revised versions as HeroQuest).</p><p></p><p>This has nothing to do with "emphasising the math, not the fluff" - apart from anything else, calling it "fluff" implies its not important. The point of this approach to design is to <em>make sure that the fiction that is created out of gameplay is compelling for the participants</em>. What it does is deemphasis the importance of mechanical bonuses on PCs (because DCs etc are set relative to those) and emphasise the importance, in play, of the <em>fiction</em>. To give a 4e example, the reason a clash with Orcus is important is not because Orcuse has an AC of whatever it is, but because it is a clash with <em>Orcus</em>, and the future of life, death and undeath are at stake.</p><p></p><p>Some people prefer more traditional RPG design - you seem to be such a peson. That is their (and your) prerogative. But can you please stop implying that others who enjoy a different approach, closer to that of some of the modern games designed by Laws and others, are not RPGs?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6006992, member: 42582"] I wonder if you have heard of Robin Laws. Some people would regard him as the single best contemporary RPG designer. He has designed at least two RPGs in which DCs/target numbers/adversary bonuses are set by reference to the PCs' bonuses: The Dying Earth RPG, and HeroWars (known in its two revised versions as HeroQuest). This has nothing to do with "emphasising the math, not the fluff" - apart from anything else, calling it "fluff" implies its not important. The point of this approach to design is to [I]make sure that the fiction that is created out of gameplay is compelling for the participants[/I]. What it does is deemphasis the importance of mechanical bonuses on PCs (because DCs etc are set relative to those) and emphasise the importance, in play, of the [I]fiction[/I]. To give a 4e example, the reason a clash with Orcus is important is not because Orcuse has an AC of whatever it is, but because it is a clash with [I]Orcus[/I], and the future of life, death and undeath are at stake. Some people prefer more traditional RPG design - you seem to be such a peson. That is their (and your) prerogative. But can you please stop implying that others who enjoy a different approach, closer to that of some of the modern games designed by Laws and others, are not RPGs? [/QUOTE]
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