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
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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="Immortal Sun" data-source="post: 7769231"><p>I think the specific mathematical function is irrelevant to the question. How often games have highs and lows is a table-to-table issue, not a NS/OS issue. What we <em>can</em> agree on is that all games will have highs, and all games will have lows. So, it behooves us to keep the variables minimal, and use the same functions for judging any game in a <em>general</em> context. If we start trying to introduce too many variables, especially highly questionable ones like "OS games have more peaks, but deeper valleys" or "NS games have shallower valleys and fewer peaks" we stop being able to have a discussion because we're injecting personal opinion and personal experience with NS/OS games.</p><p></p><p>My overarching point was not to say that one thing or another is true or false, but to demonstrate that even though we have an X and Y parameter, we lack the data to accurately place the highs of OS gaming or the lows of NS gaming.</p><p></p><p>Example: IMO, lots of peaks and lots of valleys does not produce a game I'm terribly interested in because it tends to be feel "swingy" and often lacks continuity, things I <em>personally</em> value in games. If every time I hit a valley I have to reroll, only to experience the same every other session or so, I get bored. Extremes of glory and failure are not entertaining to me. </p><p>-SubEX: I have a DM who is very OS in his approach and his games are much as above and while I attempt to moderate success and failure as much as any player can, often the extremes are so extreme there is nothing at all you can do. Which becomes distressful, as it feels like my input into the game is meaningless, that my time spent making a character was a waste, and that any value I invest into them will be thrown in the trash. But yes I have many memorable glory moments from those games....but I'm not sure if <em>on the whole</em> the highs and the lows averaged together, produce a "Yes I have fun in his game." answer.</p><p></p><p>And I suppose, if anything, NS games are attempting to produce a "Yes I have fun playing this game." answer, over a OS "Yes I have some very memorable moments." answer. And I would continue on to posit that the reasoning behind this is that NS games want you to look at the <em>game</em> and say "I have fun playing this." rather than needing to look at Bob's Table and say "I had fun at Bob's Table." Designers can't guarantee that Bob will always hold a great session, but designers <em>can</em> at least to some extent, guarantee that their game will be fun to play.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7769231"] I think the specific mathematical function is irrelevant to the question. How often games have highs and lows is a table-to-table issue, not a NS/OS issue. What we [I]can[/I] agree on is that all games will have highs, and all games will have lows. So, it behooves us to keep the variables minimal, and use the same functions for judging any game in a [I]general[/I] context. If we start trying to introduce too many variables, especially highly questionable ones like "OS games have more peaks, but deeper valleys" or "NS games have shallower valleys and fewer peaks" we stop being able to have a discussion because we're injecting personal opinion and personal experience with NS/OS games. My overarching point was not to say that one thing or another is true or false, but to demonstrate that even though we have an X and Y parameter, we lack the data to accurately place the highs of OS gaming or the lows of NS gaming. Example: IMO, lots of peaks and lots of valleys does not produce a game I'm terribly interested in because it tends to be feel "swingy" and often lacks continuity, things I [I]personally[/I] value in games. If every time I hit a valley I have to reroll, only to experience the same every other session or so, I get bored. Extremes of glory and failure are not entertaining to me. -SubEX: I have a DM who is very OS in his approach and his games are much as above and while I attempt to moderate success and failure as much as any player can, often the extremes are so extreme there is nothing at all you can do. Which becomes distressful, as it feels like my input into the game is meaningless, that my time spent making a character was a waste, and that any value I invest into them will be thrown in the trash. But yes I have many memorable glory moments from those games....but I'm not sure if [I]on the whole[/I] the highs and the lows averaged together, produce a "Yes I have fun in his game." answer. And I suppose, if anything, NS games are attempting to produce a "Yes I have fun playing this game." answer, over a OS "Yes I have some very memorable moments." answer. And I would continue on to posit that the reasoning behind this is that NS games want you to look at the [I]game[/I] and say "I have fun playing this." rather than needing to look at Bob's Table and say "I had fun at Bob's Table." Designers can't guarantee that Bob will always hold a great session, but designers [I]can[/I] at least to some extent, guarantee that their game will be fun to play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
Top