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<blockquote data-quote="howandwhy99" data-source="post: 6467087" data-attributes="member: 3192"><p>Challenging and using metrics to test role playing as games are designed to do is the basis of all role playing games. The quote you give is Gygax's point of view, but there is no contradiction here.</p><p></p><p>D&D as a code breaking game (the very act of game play) tests all these areas of players' actual performances as they play the game. How on earth can one do this in "the fiction" - the non-game portion of storygames except ironically? Knowing that none of it has any game design behind it? For me this is a smoking gun quote.</p><p></p><p>Yes, AD&D's DMG guidelines sometimes needed more baking in the oven. It's too uniform in XP rewards for the classes. Thankfully they aren't the rules of the game no matter what attempt to make them so for convention tournament purposes in the Introduction (or was it Foreward?). </p><p></p><p>Gygax told people to fudge their die rolls in AD&D. You can do this in wargames too. How about during a tournament of world class players? How about a Vegas craps rolls for money? </p><p></p><p>People knew and know there is bad advice in some of those books. Some advice which simply stems from misunderstanding in a confusing hobby. Advice to run a game brokenly is not evidence the "true game" is a "and then just make it up" story game. It's evidence of bad advice obviously contrary to the whole design effort. Why write 100,000s of words and then say "Nobody needs any of this"? That isn't his message. He's openly suggesting cheating to make the game more fun when players are struggling. He's isn't admitting to what he was openly against, treating the game as he called a "theatre game"</p><p></p><p>If you don't care to learn, I cannot help you. I'm not here to "convince" you, but inform you. Go back, break down the very important elements of what I just told you, the very answers to your questions, and we can continue. What do you understand? What don't you?</p><p></p><p>I just answered quite succinctly. Reread it, as it is core to the design of the game.</p><p></p><p>All modules require the DM to convert them prior to play. That means change the adventure to fit what the rules can do, the scope of the code, prior to play. Your demand of absurdity is flying in the face of innumerable books which support the act of what I'm saying. Not "powers" books in 3ed (some in even 2e). Rather books and adventure modules that even give example new rules when they present new materials (e.g. monsters, treasure, traps, etc.)</p><p></p><p>The "whole premise" of an RPG is players can score points for their role playing in a game. That players are limited to their current creative skill marks the boundaries they have. Like people's real world strength or speed. D&D is a design test to give resistance (complex codes) to those who want to improve their actual creativity and imagination. Playing it does so like sports have designs which test and improve one's athleticism.</p><p></p><p>The GM checks the map, sees if the player's piece can perform the action according to the design, makes the movement whatever the result, and describes these results back to the player(s). That's D&D. DMs are <u>NEVER</u> to improvise. This is essential to the playing of an RPG. It is essential to even a game be a game.</p><p></p><p>Because he knew none of the dice rolls in D&D were resolution mechanics. They are expressions of the game design. Randomizers aren't necessary for games which use resolution mechanics. The Jenga tower isn't a randomizer for example.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6467087, member: 3192"] Challenging and using metrics to test role playing as games are designed to do is the basis of all role playing games. The quote you give is Gygax's point of view, but there is no contradiction here. D&D as a code breaking game (the very act of game play) tests all these areas of players' actual performances as they play the game. How on earth can one do this in "the fiction" - the non-game portion of storygames except ironically? Knowing that none of it has any game design behind it? For me this is a smoking gun quote. Yes, AD&D's DMG guidelines sometimes needed more baking in the oven. It's too uniform in XP rewards for the classes. Thankfully they aren't the rules of the game no matter what attempt to make them so for convention tournament purposes in the Introduction (or was it Foreward?). Gygax told people to fudge their die rolls in AD&D. You can do this in wargames too. How about during a tournament of world class players? How about a Vegas craps rolls for money? People knew and know there is bad advice in some of those books. Some advice which simply stems from misunderstanding in a confusing hobby. Advice to run a game brokenly is not evidence the "true game" is a "and then just make it up" story game. It's evidence of bad advice obviously contrary to the whole design effort. Why write 100,000s of words and then say "Nobody needs any of this"? That isn't his message. He's openly suggesting cheating to make the game more fun when players are struggling. He's isn't admitting to what he was openly against, treating the game as he called a "theatre game" If you don't care to learn, I cannot help you. I'm not here to "convince" you, but inform you. Go back, break down the very important elements of what I just told you, the very answers to your questions, and we can continue. What do you understand? What don't you? I just answered quite succinctly. Reread it, as it is core to the design of the game. All modules require the DM to convert them prior to play. That means change the adventure to fit what the rules can do, the scope of the code, prior to play. Your demand of absurdity is flying in the face of innumerable books which support the act of what I'm saying. Not "powers" books in 3ed (some in even 2e). Rather books and adventure modules that even give example new rules when they present new materials (e.g. monsters, treasure, traps, etc.) The "whole premise" of an RPG is players can score points for their role playing in a game. That players are limited to their current creative skill marks the boundaries they have. Like people's real world strength or speed. D&D is a design test to give resistance (complex codes) to those who want to improve their actual creativity and imagination. Playing it does so like sports have designs which test and improve one's athleticism. The GM checks the map, sees if the player's piece can perform the action according to the design, makes the movement whatever the result, and describes these results back to the player(s). That's D&D. DMs are [U]NEVER[/U] to improvise. This is essential to the playing of an RPG. It is essential to even a game be a game. Because he knew none of the dice rolls in D&D were resolution mechanics. They are expressions of the game design. Randomizers aren't necessary for games which use resolution mechanics. The Jenga tower isn't a randomizer for example. [/QUOTE]
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