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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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="EzekielRaiden" data-source="post: 9612735" data-attributes="member: 6790260"><p>It doesn't <em>always</em>. But it very frequently does, in fact, end up that way.</p><p></p><p></p><p>That's why I said that designing a game this way <em>isn't compatible with modern audiences</em>. You are here admitting that the direct consequence is intentionally turning away lots of players. That's the whole point. That's the very reason why such mechanics are actively avoided in most TTRPG design today. It's not only not popular, it actively fosters greater hostility against itself when folks are forced to play that way.</p><p></p><p></p><p>Ditto.</p><p></p><p></p><p>And what happens if someone uses it for bad-faith play? Someone uses it just to mess with one of the other players, or to get back at them for something they did elsewhere, or in an attempt to trigger a pissing contest, or to get "even" because the target player won the roll for an item this player wanted, or whatever else?</p><p></p><p>A mechanic that <em>depends</em> on zero-divergence good-faith play to not go wrong is risky, inherently. One that depends on players never <em>ever</em> using it for even slightly disingenuous reasons is much worse. This isn't just a requirement of good faith; it's a requirement of <em>perfect</em> good faith, where there's never even a single moment of perverse desire or incentive. Such things don't happen.</p><p></p><p></p><p>This is only true if the conflict in question actually is unavoidable, hence why you used the word "war." If we instead changed it to "alligator wrestling", the whole concept collapses because that's obviously a ridiculously dangerous thing <em>you don't have to do</em>.</p><p></p><p>But which is "foster CVC conflict" more like: a literal societal-level threat where the outright destruction or domination of your home and people is at stake, where your choices are "fight or surrender"? Or is it more like alligator wrestling, meaning, a thing you <em>can</em> do, if you feel like it, but unless you're a real adrenaline junkie, why would you?</p><p></p><p>You can tell I fall on the "alligator wrestling" side here. Pretending that CVC conflict is an absolutely unavoidable thing that you can <em>only</em> either cower in fear from, or face boldly, is <em>so many</em> stacked bad arguments, I'm struggling to pick which one. (Appeal to emotion, appeal to virtue, false dichotomy, bad analogy...)</p><p></p><p></p><p>Perhaps so, though the root came from the assertion that magic should cause harm to other players' characters through no fault of their own.</p><p></p><p>Which, again: making character archetypes specifically <em>designed</em> to cause problems for others as one of the costs of using that archetype's features? Yeah. That's a direct anti-player, high-frustration feature. Smart game design for games made to be cooperative doesn't do that--it leaves such things as an opt-in choice, rather than opt-out.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9612735, member: 6790260"] It doesn't [I]always[/I]. But it very frequently does, in fact, end up that way. That's why I said that designing a game this way [I]isn't compatible with modern audiences[/I]. You are here admitting that the direct consequence is intentionally turning away lots of players. That's the whole point. That's the very reason why such mechanics are actively avoided in most TTRPG design today. It's not only not popular, it actively fosters greater hostility against itself when folks are forced to play that way. Ditto. And what happens if someone uses it for bad-faith play? Someone uses it just to mess with one of the other players, or to get back at them for something they did elsewhere, or in an attempt to trigger a pissing contest, or to get "even" because the target player won the roll for an item this player wanted, or whatever else? A mechanic that [I]depends[/I] on zero-divergence good-faith play to not go wrong is risky, inherently. One that depends on players never [I]ever[/I] using it for even slightly disingenuous reasons is much worse. This isn't just a requirement of good faith; it's a requirement of [I]perfect[/I] good faith, where there's never even a single moment of perverse desire or incentive. Such things don't happen. This is only true if the conflict in question actually is unavoidable, hence why you used the word "war." If we instead changed it to "alligator wrestling", the whole concept collapses because that's obviously a ridiculously dangerous thing [I]you don't have to do[/I]. But which is "foster CVC conflict" more like: a literal societal-level threat where the outright destruction or domination of your home and people is at stake, where your choices are "fight or surrender"? Or is it more like alligator wrestling, meaning, a thing you [I]can[/I] do, if you feel like it, but unless you're a real adrenaline junkie, why would you? You can tell I fall on the "alligator wrestling" side here. Pretending that CVC conflict is an absolutely unavoidable thing that you can [I]only[/I] either cower in fear from, or face boldly, is [I]so many[/I] stacked bad arguments, I'm struggling to pick which one. (Appeal to emotion, appeal to virtue, false dichotomy, bad analogy...) Perhaps so, though the root came from the assertion that magic should cause harm to other players' characters through no fault of their own. Which, again: making character archetypes specifically [I]designed[/I] to cause problems for others as one of the costs of using that archetype's features? Yeah. That's a direct anti-player, high-frustration feature. Smart game design for games made to be cooperative doesn't do that--it leaves such things as an opt-in choice, rather than opt-out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
Top