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<blockquote data-quote="Pedantic" data-source="post: 9878392" data-attributes="member: 6690965"><p>Mmm, happy to leave this topic, but a point I do want to raise is that all of my positions start from a sadly unusual intolerance for badly designed rules. RPGs get too many passes for not actually meeting their design intent (or, as I pointed out in this thread, not actually having a clear design intent and just grabbing from totally different gameplay loops), and we've established a culture that expects an at the table designer to do much or all of the work. "Oversights" in RPGs would be catastrophic failures in other fields of games, and it's wild how much we put up with.</p><p></p><p>If a game has a shoddy stealth system, I damn well expect that to be a design choice telling the players that sneaking is a desperate, high-risk move, not a "mistake" the GM is expected to remedy later.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9878392, member: 6690965"] Mmm, happy to leave this topic, but a point I do want to raise is that all of my positions start from a sadly unusual intolerance for badly designed rules. RPGs get too many passes for not actually meeting their design intent (or, as I pointed out in this thread, not actually having a clear design intent and just grabbing from totally different gameplay loops), and we've established a culture that expects an at the table designer to do much or all of the work. "Oversights" in RPGs would be catastrophic failures in other fields of games, and it's wild how much we put up with. If a game has a shoddy stealth system, I damn well expect that to be a design choice telling the players that sneaking is a desperate, high-risk move, not a "mistake" the GM is expected to remedy later. [/QUOTE]
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