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What does well designed mean?
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<blockquote data-quote="ThirdWizard" data-source="post: 2948736" data-attributes="member: 12037"><p>I think I agree with much of what you're saing, actually.</p><p></p><p></p><p></p><p>Well, poetry is largely based in philosophy. So, poetry that reflects the majority view on philosophy is going to be what is considered good contemporary poetry. You're right, though, that it isn't exactly an objective viewpoint. It's sort of a subjective objectivity. Because its not that one piece of poetry is objectively better than another.</p><p></p><p>It's that if we assume that the current philosophical viewpoint is the correct one, then it is good or bad. When our viewpoint changes later, what is good and what is bad changes along with it, like when we went from a modern philosophy to a postmodern one (or old school dungeon design to 2nd Edition design). So, what is good and what is bad is based on what we believe at the time, but Person A and Person B who have never met and are both postmodernists, then they'll come to the same conclusions on a particular piece.</p><p></p><p></p><p></p><p>Yep, and like I was saying, what is good and bad changes over time. Often, based on a few visionaries in a field. The same would be true of module design. Someone would come along and create something so good that we would all have to re-examine our belifes. That's fine.</p><p></p><p></p><p></p><p>The truly great poets are those that know when to break the rules. <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=";)" /></p><p></p><p>Perhaps that's a bit contradictory, but its the truth, and I would assume it goes for any form of entertainment. I think the benefits, however, would be worth the possibility of stagnation. </p><p></p><p></p><p></p><p>This I'm not sure about. Is sales most important? How well a market sample of DMs can understand and use it? Or are Players reactions more important? How much is based off of format and representation in the text? This would take thinking of people far more knowledgable than me. I don't doubt that it is possible, however. </p><p></p><p></p><p></p><p>For a great part, that was the two World Wars that greatly changed the outlook of people in philosophy. Transcendentalism didn't have much place left in an industrialized wartorn Europe and the Cold War. (This is, of course, highly simplified.) Think of 2E as the World War to module design. *ba dum bum* <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=";)" /></p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>Agreed again!</p><p></p><p></p><p></p><p>If that were a hypothetical criterian, then more or less. More or less, because as I said above, its important to know when to break the rules and when to stay with them. I guess it means the "rules" are "more important guidelines."</p><p></p><p>Unfortunately, I don't really know enough about module desgin to make any claims about it one way or the other, since I haven't bought modules since 2E (with rare exception). I'm way out of the loop. I could say what would make a good 2E Planescape module possibly, but I'm too behind to offer any actual contemporary critique. Though, we do seem to be going oldschool recently, so perhaps retro is good right now?</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2948736, member: 12037"] I think I agree with much of what you're saing, actually. Well, poetry is largely based in philosophy. So, poetry that reflects the majority view on philosophy is going to be what is considered good contemporary poetry. You're right, though, that it isn't exactly an objective viewpoint. It's sort of a subjective objectivity. Because its not that one piece of poetry is objectively better than another. It's that if we assume that the current philosophical viewpoint is the correct one, then it is good or bad. When our viewpoint changes later, what is good and what is bad changes along with it, like when we went from a modern philosophy to a postmodern one (or old school dungeon design to 2nd Edition design). So, what is good and what is bad is based on what we believe at the time, but Person A and Person B who have never met and are both postmodernists, then they'll come to the same conclusions on a particular piece. Yep, and like I was saying, what is good and bad changes over time. Often, based on a few visionaries in a field. The same would be true of module design. Someone would come along and create something so good that we would all have to re-examine our belifes. That's fine. The truly great poets are those that know when to break the rules. ;) Perhaps that's a bit contradictory, but its the truth, and I would assume it goes for any form of entertainment. I think the benefits, however, would be worth the possibility of stagnation. This I'm not sure about. Is sales most important? How well a market sample of DMs can understand and use it? Or are Players reactions more important? How much is based off of format and representation in the text? This would take thinking of people far more knowledgable than me. I don't doubt that it is possible, however. For a great part, that was the two World Wars that greatly changed the outlook of people in philosophy. Transcendentalism didn't have much place left in an industrialized wartorn Europe and the Cold War. (This is, of course, highly simplified.) Think of 2E as the World War to module design. *ba dum bum* ;) Agreed. Agreed again! If that were a hypothetical criterian, then more or less. More or less, because as I said above, its important to know when to break the rules and when to stay with them. I guess it means the "rules" are "more important guidelines." Unfortunately, I don't really know enough about module desgin to make any claims about it one way or the other, since I haven't bought modules since 2E (with rare exception). I'm way out of the loop. I could say what would make a good 2E Planescape module possibly, but I'm too behind to offer any actual contemporary critique. Though, we do seem to be going oldschool recently, so perhaps retro is good right now? [/QUOTE]
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