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Worlds of Design: The Simplicity Solution
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<blockquote data-quote="Thomas Shey" data-source="post: 9695112" data-attributes="member: 7026617"><p>Though even within that, there are issues of what lifting the complexity is doing, and if it had to be that way to get the job done in an interesting way.</p><p></p><p>One of the things you rarely see in parts of the hobby is assembly component design. Part of the reason for that is doing it even halfway right requires doing more work than doing ad-hoc exception based design. Part of it is that at least at the GM end, you have to learn the rules the components work under mostly as a set; the constructions with them will be abbreviated enough they won't necessarily mean much to you otherwise (though this can be avoided, but it ends up at that point taking up even more space, since you're duplicating effort). But once you do, you can look at a talent or power and go "Oh, its A+B+X+Y, I see how that interacts with everything" and while its still possible for undesirable side effects to happen, you can easily see them coming.</p><p></p><p>But you're almost never entirely blindsided by how pieces fit together, since they were designed with an understanding that people were going to plug them in together from the get-go. It also tends to mean there's less overall bloat in time, because entirely new constructs don't need to be prepared to exist.</p><p></p><p>At the other end, if you want things to mechanically have weight, and not be limited to only people who've heavily invested in them (a lot of times this involves combat for reasons that are another discussion) you have to spell out how they work, and try to make sure the design doesn't make some of them obvious winning ways. Doing that and conveying it is going to require some up-front work, and that isn't something that isn't going to take up space.</p><p></p><p>(And of course, as you say, even in such system quality-of-life things like lists of opponents are going to eat some space and there's no avoiding that except to throw it into the GMs lap).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9695112, member: 7026617"] Though even within that, there are issues of what lifting the complexity is doing, and if it had to be that way to get the job done in an interesting way. One of the things you rarely see in parts of the hobby is assembly component design. Part of the reason for that is doing it even halfway right requires doing more work than doing ad-hoc exception based design. Part of it is that at least at the GM end, you have to learn the rules the components work under mostly as a set; the constructions with them will be abbreviated enough they won't necessarily mean much to you otherwise (though this can be avoided, but it ends up at that point taking up even more space, since you're duplicating effort). But once you do, you can look at a talent or power and go "Oh, its A+B+X+Y, I see how that interacts with everything" and while its still possible for undesirable side effects to happen, you can easily see them coming. But you're almost never entirely blindsided by how pieces fit together, since they were designed with an understanding that people were going to plug them in together from the get-go. It also tends to mean there's less overall bloat in time, because entirely new constructs don't need to be prepared to exist. At the other end, if you want things to mechanically have weight, and not be limited to only people who've heavily invested in them (a lot of times this involves combat for reasons that are another discussion) you have to spell out how they work, and try to make sure the design doesn't make some of them obvious winning ways. Doing that and conveying it is going to require some up-front work, and that isn't something that isn't going to take up space. (And of course, as you say, even in such system quality-of-life things like lists of opponents are going to eat some space and there's no avoiding that except to throw it into the GMs lap). [/QUOTE]
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