Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
What is "The Good of the Game" and "Playing D&D Well"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FireLance" data-source="post: 5046511" data-attributes="member: 3424"><p>A can of worms. <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>Now that I've got the obligatory joke out of the way... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I would say that the key idea behind "the Good of the Game" is D&D's survival as a hobby, and central to that is getting the right mix of challenge and reward, simplicity and complexity, familiarity and mystery. To elaborate:</p><p></p><p><strong>Challenge:</strong> If the game is not challenging enough, and it soon becomes trivial and the players get bored. Too challenging, and the game becomes frustrating and the players stop playing. This is a simple fact of human nature.</p><p></p><p><strong>Reward:</strong> This ties in closely to how challenging the game is because too much reward (especially in terms of XP and magic items) can cause the game to become not challenging enough, and too little can cause the game to become too challenging. Beyond this, rewards help keep the players engaged in the game because they have something to look forward to, but even in this, a balance needs to be struck. If rewards are too frequent, they lose their value, and if rewards are too rare, players will not find it worth their time to wait.</p><p></p><p><strong>Simplicity and Complexity:</strong> Ideally, the game should be simple to learn, in order to make it easy for new players to get into the game. However, it should also contain enough complexity to keep players in the game and prevent them from getting bored before too long. Simplicity and complexity are not necessarily polar opposites. Chess has often been cited as a game which is both simple and complex. The basic moves of each piece are simple, but getting your pieces to work well together is highly complex.</p><p></p><p><strong>Familiarity and Mystery:</strong> In a way, these two are related to the earlier concepts. Familiarity ties in to simplicity, but from the flavor angle rather than the rules angle. The closer the elements in a setting tie in to what the players expect, the easier it is for them to imagine themselves in that setting. In my view, this is the best argument for "simulationism" (or what passes for it in a fantasy setting). However, mystery (or unfamiliar elements in a setting) helps keep the game fresh for players and shake them out of their complacency that they understand how the world works (unchecked, this may lead to boredom). Mystery also ties in to challenge. The less the players know, the greater the apparent level of challenge. </p><p></p><p>In my view, most of the arguments arise because there is no one true way to balance all of the above elements. Some players like a game with higher levels of challenge and lower levels of reward, while others like just the opposite. And of course, both sides are convinced that the other is going to destroy the game as they know it. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p></blockquote><p></p>
[QUOTE="FireLance, post: 5046511, member: 3424"] A can of worms. ;) Now that I've got the obligatory joke out of the way... :p I would say that the key idea behind "the Good of the Game" is D&D's survival as a hobby, and central to that is getting the right mix of challenge and reward, simplicity and complexity, familiarity and mystery. To elaborate: [B]Challenge:[/B] If the game is not challenging enough, and it soon becomes trivial and the players get bored. Too challenging, and the game becomes frustrating and the players stop playing. This is a simple fact of human nature. [B]Reward:[/B] This ties in closely to how challenging the game is because too much reward (especially in terms of XP and magic items) can cause the game to become not challenging enough, and too little can cause the game to become too challenging. Beyond this, rewards help keep the players engaged in the game because they have something to look forward to, but even in this, a balance needs to be struck. If rewards are too frequent, they lose their value, and if rewards are too rare, players will not find it worth their time to wait. [B]Simplicity and Complexity:[/B] Ideally, the game should be simple to learn, in order to make it easy for new players to get into the game. However, it should also contain enough complexity to keep players in the game and prevent them from getting bored before too long. Simplicity and complexity are not necessarily polar opposites. Chess has often been cited as a game which is both simple and complex. The basic moves of each piece are simple, but getting your pieces to work well together is highly complex. [B]Familiarity and Mystery:[/B] In a way, these two are related to the earlier concepts. Familiarity ties in to simplicity, but from the flavor angle rather than the rules angle. The closer the elements in a setting tie in to what the players expect, the easier it is for them to imagine themselves in that setting. In my view, this is the best argument for "simulationism" (or what passes for it in a fantasy setting). However, mystery (or unfamiliar elements in a setting) helps keep the game fresh for players and shake them out of their complacency that they understand how the world works (unchecked, this may lead to boredom). Mystery also ties in to challenge. The less the players know, the greater the apparent level of challenge. In my view, most of the arguments arise because there is no one true way to balance all of the above elements. Some players like a game with higher levels of challenge and lower levels of reward, while others like just the opposite. And of course, both sides are convinced that the other is going to destroy the game as they know it. :heh: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is "The Good of the Game" and "Playing D&D Well"?
Top