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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Aldarc" data-source="post: 8186953" data-attributes="member: 5142"><p>I'm not sure if it's necessarily smug gatekeeping anymore than learning how to improve your knowledge and skill in a game is, whether that is MtG, poker, or something like Call of Duty, though I do agree that Cook does wish that they had made it less Ivory Tower design or been more forthright about their design intentions. However, I think that the emphasis here is far more benign than the nefarious gatekeeping that it's being made out to be. IMHO, the 3e team was not aiming to gatekeep, but, rather, to promote a psychologically rewarding sense of a system mastery and player skill when it comes to character building: the ah-ha! moment when you figure something out. I do not doubt, however, that a gatekeeping culture can form around this (e.g., "What sort of n00b takes Toughness?!"), but I don't think that's the intent or actual tone being conveyed by Cook about 3e's design.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8186953, member: 5142"] I'm not sure if it's necessarily smug gatekeeping anymore than learning how to improve your knowledge and skill in a game is, whether that is MtG, poker, or something like Call of Duty, though I do agree that Cook does wish that they had made it less Ivory Tower design or been more forthright about their design intentions. However, I think that the emphasis here is far more benign than the nefarious gatekeeping that it's being made out to be. IMHO, the 3e team was not aiming to gatekeep, but, rather, to promote a psychologically rewarding sense of a system mastery and player skill when it comes to character building: the ah-ha! moment when you figure something out. I do not doubt, however, that a gatekeeping culture can form around this (e.g., "What sort of n00b takes Toughness?!"), but I don't think that's the intent or actual tone being conveyed by Cook about 3e's design. [/QUOTE]
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