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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Campbell" data-source="post: 8188529" data-attributes="member: 16586"><p>Regardless of designer intent or personal feelings on what players should be motivated by I think it's fairly obvious that some games are more susceptible than others to a player who is trying to realize a particular sort of character failing to actually do so. It's much harder to do so because of build choices in PF2 than PF1. Same goes for Exalted Third Edition in comparison to Exalted Second Edition. Same for recent versions of Vampire and Legend of the Five Rings compared to prior iterations. A lot of more recent design has been aimed in the direction of removing counterintuitive stumbling blocks when it comes to character design.</p><p></p><p>To be fair at the same time a lot if of more modern design is pointed towards shifting that burden instead to play. I am personally a fan of that, but I have also seen players get deeply frustrated by games like PF2 and Exalted Third Edition that leave living up to your conception of your character up to choices made at the table. Like I had a player walk out of an Exalted game because they just wanted to hit things and be awesome instead of engaging with the mechanics. This player was fine with more build centric games, but not more gameplay oriented ones.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8188529, member: 16586"] Regardless of designer intent or personal feelings on what players should be motivated by I think it's fairly obvious that some games are more susceptible than others to a player who is trying to realize a particular sort of character failing to actually do so. It's much harder to do so because of build choices in PF2 than PF1. Same goes for Exalted Third Edition in comparison to Exalted Second Edition. Same for recent versions of Vampire and Legend of the Five Rings compared to prior iterations. A lot of more recent design has been aimed in the direction of removing counterintuitive stumbling blocks when it comes to character design. To be fair at the same time a lot if of more modern design is pointed towards shifting that burden instead to play. I am personally a fan of that, but I have also seen players get deeply frustrated by games like PF2 and Exalted Third Edition that leave living up to your conception of your character up to choices made at the table. Like I had a player walk out of an Exalted game because they just wanted to hit things and be awesome instead of engaging with the mechanics. This player was fine with more build centric games, but not more gameplay oriented ones. [/QUOTE]
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