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TSR to WoTC shift--OR--the de-prioritization on Exploration spells/classes
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<blockquote data-quote="payn" data-source="post: 8854681" data-attributes="member: 90374"><p>That sounds a lot like X theory management. Which is very interesting to this discussion. X theory supposes that folks are naturally lazy and don't really want to work. So, you have to carrot and stick them into doing the things you want from them. I see XP systems and the attitudes around them match up to this philosophy. However, a Y theory of management dispenses with the micromanagement and tangible directives. The Y theory supposes that given to their own devices, people will find their own way to the goal and do so more proficiently.</p><p></p><p>I find theory X to be very much a self-fulfilling prophecy. You build in all these rewards and punishments and then you get exactly what you expect. That may be very desirable in a game where the activities are very specific in intention. However, I find it to be very limiting both in a game terms and imagination. Which is why a prefer a much more Y theory leaning milestone XP system. I dont care how the players pursue the rewards, I just want them to engage the material and self actualize in play. </p><p></p><p>So, to bring it back to the design changes from TSR to WotC, I do agree somewhat with the OP. I do think old school promoted exploration more, and some nu skool design moved away from it towards leaning into combat. However, I see a sharp interest returning to exploration and social pillars with the prevalence of milestone XP. Both players and designers seem to be flirting with how to do this. I see future design offering much more in the way of exploration and social to bring us back again like a pendulum towards some of the original gameplay, albeit with a modern take. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 8854681, member: 90374"] That sounds a lot like X theory management. Which is very interesting to this discussion. X theory supposes that folks are naturally lazy and don't really want to work. So, you have to carrot and stick them into doing the things you want from them. I see XP systems and the attitudes around them match up to this philosophy. However, a Y theory of management dispenses with the micromanagement and tangible directives. The Y theory supposes that given to their own devices, people will find their own way to the goal and do so more proficiently. I find theory X to be very much a self-fulfilling prophecy. You build in all these rewards and punishments and then you get exactly what you expect. That may be very desirable in a game where the activities are very specific in intention. However, I find it to be very limiting both in a game terms and imagination. Which is why a prefer a much more Y theory leaning milestone XP system. I dont care how the players pursue the rewards, I just want them to engage the material and self actualize in play. So, to bring it back to the design changes from TSR to WotC, I do agree somewhat with the OP. I do think old school promoted exploration more, and some nu skool design moved away from it towards leaning into combat. However, I see a sharp interest returning to exploration and social pillars with the prevalence of milestone XP. Both players and designers seem to be flirting with how to do this. I see future design offering much more in the way of exploration and social to bring us back again like a pendulum towards some of the original gameplay, albeit with a modern take. YMMV. [/QUOTE]
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