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Why I Hate Skills
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<blockquote data-quote="Pedantic" data-source="post: 9878410" data-attributes="member: 6690965"><p>What precisely are you talking about? I've made quite clearly opinion marked points about the design impacts of various choices, and primarily suggested the discourse around resource/logistical engagement doesn't turn on having/not having skills so much as a variety of other factors. I even agreed outright with someone describing the sort of play I'm implicitly advocating for as "a specific kind of gamist."</p><p></p><p>You seem to be accusing me of some kind of bad faith argument that I really don't think I deserve, and I'm not sure is meaningfully related to my points.</p><p></p><p></p><p>Excuse me? I have 25 years of RPG experience, I've played dozens of systems, I design board games, there's a stack of game design textbooks on the table next to me, I've been hanging around design forums, doing the pontificating about RPG design thing for decades. Feel free to disagree with my position on the merits, or even just on principle, but I am absolutely entitled to an opinion here.</p><p></p><p>This is nonsense. I've tried to explain it a few different ways now, but these two points simply aren't in contradiction, and I have no idea why or how you are reading them that way. If the rules don't do what you want them to do, they are badly designed. If you want the setting to be other than it is, you need to design he rules to make it so; failing to do so is a failure of design, and means the setting is not as you envisioned it. What is the contradiction you're seeing? </p><p></p><p>My emphasis on requiring a stringent design standard is what allows me to hold the position they are formative of the setting. You can't have the latter if you don't believe the rules can be made good enough to provide setting information to the player.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9878410, member: 6690965"] What precisely are you talking about? I've made quite clearly opinion marked points about the design impacts of various choices, and primarily suggested the discourse around resource/logistical engagement doesn't turn on having/not having skills so much as a variety of other factors. I even agreed outright with someone describing the sort of play I'm implicitly advocating for as "a specific kind of gamist." You seem to be accusing me of some kind of bad faith argument that I really don't think I deserve, and I'm not sure is meaningfully related to my points. Excuse me? I have 25 years of RPG experience, I've played dozens of systems, I design board games, there's a stack of game design textbooks on the table next to me, I've been hanging around design forums, doing the pontificating about RPG design thing for decades. Feel free to disagree with my position on the merits, or even just on principle, but I am absolutely entitled to an opinion here. This is nonsense. I've tried to explain it a few different ways now, but these two points simply aren't in contradiction, and I have no idea why or how you are reading them that way. If the rules don't do what you want them to do, they are badly designed. If you want the setting to be other than it is, you need to design he rules to make it so; failing to do so is a failure of design, and means the setting is not as you envisioned it. What is the contradiction you're seeing? My emphasis on requiring a stringent design standard is what allows me to hold the position they are formative of the setting. You can't have the latter if you don't believe the rules can be made good enough to provide setting information to the player. [/QUOTE]
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