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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Pedantic" data-source="post: 9194858" data-attributes="member: 6690965"><p>I don't think that's true. You can cover a ton of ground with a broad set of rules, and I think that ambitious task is what makes the TTRPG a unique field from board games. That, and I've said a few times the more salient TTRPG feature is that they're unbounded in time (or more accurately, evaluation); board games are defined by fixed game end conditions that trigger a final evaluation of victory, while TTRPGs allow the board state to carry on indefinitely, as the players set repeated new goals. </p><p></p><p>That, in my opinion, has more profound implications on their play than not having a defined action space, and frankly is where I think the improv component is necessary and interesting. Players have to come up with some means of deciding on their goals, which is plenty of space for storytelling, character building and improvisation. It doesn't need to come in to action resolution as well. Hence, board game+.</p><p></p><p>I don't fundamentally disagree, I just think we're already so far out to one side the last thing we need is more of the same. That path leads to not designing rules, because you mistakenly end up believing the ability for someone at the table to do amateur game design is good enough.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9194858, member: 6690965"] I don't think that's true. You can cover a ton of ground with a broad set of rules, and I think that ambitious task is what makes the TTRPG a unique field from board games. That, and I've said a few times the more salient TTRPG feature is that they're unbounded in time (or more accurately, evaluation); board games are defined by fixed game end conditions that trigger a final evaluation of victory, while TTRPGs allow the board state to carry on indefinitely, as the players set repeated new goals. That, in my opinion, has more profound implications on their play than not having a defined action space, and frankly is where I think the improv component is necessary and interesting. Players have to come up with some means of deciding on their goals, which is plenty of space for storytelling, character building and improvisation. It doesn't need to come in to action resolution as well. Hence, board game+. I don't fundamentally disagree, I just think we're already so far out to one side the last thing we need is more of the same. That path leads to not designing rules, because you mistakenly end up believing the ability for someone at the table to do amateur game design is good enough. [/QUOTE]
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