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This mentality needs to die
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<blockquote data-quote="I'm A Banana" data-source="post: 5095024" data-attributes="member: 2067"><p>Hahaha, I think the difference of experiences has basically made my case for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Some people gravitate to the imagination side (which <em>must have ambiguity</em>), and some people gravitate to the mathematical/rules side (which is better served with the least possible ambiguity). </p><p></p><p>IMXP, new players latch onto the creative side of the game much quicker than the rules of the game, and the rules of the game, also IMXP, tend to be the factor that drives a lot of "casual people" away, because 900 pages of rules is <em>friggin' intimidating</em>, unless you dork out on that stuff like I'm sure a lot of us here at ENWorld do.</p><p></p><p>It leads me to believe the more creativity the game wants and encourages (and the more ambiguity it has), the better it will attract new players, who easily latch onto "game of make-believe," but might not be so eager for "game of mathematical chess with story."</p><p></p><p>But that's just my experience with newbies. And part of that might be because that's how I generally view the game. </p><p></p><p>Perhaps Chris comes down on the "address" over the "big house" side. It could be that his position as a designer sort of requires it. It's his JOB to help eliminate confusion and make rules easy to understand, it would make sense that he would be more comfortable with a rules-based exclusion than with an ambiguous solution.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5095024, member: 2067"] Hahaha, I think the difference of experiences has basically made my case for me. ;) Some people gravitate to the imagination side (which [I]must have ambiguity[/I]), and some people gravitate to the mathematical/rules side (which is better served with the least possible ambiguity). IMXP, new players latch onto the creative side of the game much quicker than the rules of the game, and the rules of the game, also IMXP, tend to be the factor that drives a lot of "casual people" away, because 900 pages of rules is [I]friggin' intimidating[/I], unless you dork out on that stuff like I'm sure a lot of us here at ENWorld do. It leads me to believe the more creativity the game wants and encourages (and the more ambiguity it has), the better it will attract new players, who easily latch onto "game of make-believe," but might not be so eager for "game of mathematical chess with story." But that's just my experience with newbies. And part of that might be because that's how I generally view the game. Perhaps Chris comes down on the "address" over the "big house" side. It could be that his position as a designer sort of requires it. It's his JOB to help eliminate confusion and make rules easy to understand, it would make sense that he would be more comfortable with a rules-based exclusion than with an ambiguous solution. [/QUOTE]
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