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Was AD&D1 designed for game balance?
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<blockquote data-quote="Raven Crowking" data-source="post: 5036838" data-attributes="member: 18280"><p>So, you are arguing that one cannot plan for a living child?</p><p></p><p>So, you are arguing that one cannot do design work for computer AI?</p><p></p><p>So, you are arguing that one cannot develop or change a language?</p><p></p><p>In philosophy, systems theory and science, emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions. Emergent properties can obviously be planned for, and are obviously not always unexpected. </p><p></p><p>What cannot be deteremined ahead of time is the shape that will emerge. Thus, one can plan large-scale architecture knowing that useage will create naturally emergent pathways, and then pave those pathways. The architect knows that pathways will appear. He knows how to react when those pathways appear. In all cases, the plan is to have pathways. </p><p></p><p>What the plan isn't is to force those pathways into a predetermined box.</p><p></p><p>And, game balance <em><strong>is</strong></em> an emergent property, no matter how you slice it. "Emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions." The 4e designers simply decided to try to force the pathways they thought you should use. That those pathways are useable is as clear a demonstration that emergence can be planned for as is any of my children, or the BOIDS program, but ultimately WotC can no more design "balance" than Gygax could. Balance happens at the table.</p><p></p><p>Again, you need to study a topic before you try to argue from expert opinion.</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5036838, member: 18280"] So, you are arguing that one cannot plan for a living child? So, you are arguing that one cannot do design work for computer AI? So, you are arguing that one cannot develop or change a language? In philosophy, systems theory and science, emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions. Emergent properties can obviously be planned for, and are obviously not always unexpected. What cannot be deteremined ahead of time is the shape that will emerge. Thus, one can plan large-scale architecture knowing that useage will create naturally emergent pathways, and then pave those pathways. The architect knows that pathways will appear. He knows how to react when those pathways appear. In all cases, the plan is to have pathways. What the plan isn't is to force those pathways into a predetermined box. And, game balance [i][b]is[/b][/i][b][/b] an emergent property, no matter how you slice it. "Emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions." The 4e designers simply decided to try to force the pathways they thought you should use. That those pathways are useable is as clear a demonstration that emergence can be planned for as is any of my children, or the BOIDS program, but ultimately WotC can no more design "balance" than Gygax could. Balance happens at the table. Again, you need to study a topic before you try to argue from expert opinion. RC [/QUOTE]
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