Zak S wrote:deaddmwalking wrote:
Even if all this data is exactly what I'd use myself if I made it up out of thin air its presence on the page actually makes the product as a whole harder and more cumbersome to use.
Now, if you want to say 'this makes the product harder and more cumbersome TO ME', I'd be willing to cut you more slack.
Well that's what I meant.
So there you go.
See all the confusion and bad blood caused by not saying "for me" at the end of sentences? I went and accidentally caused some.
And I contend it would not have caused nearly as much confusion if you hadn't put so much emphasis on always identifying the audience for which you were referring. I further contend that not allowing your statements to be read in a broader sense (people LIKE ME) is ultimately unhelpful. It's possible you're a unique gamer with no interests in common with any other gamer - but it's unlikely... You do, after all, play with a group. One would presume that the types of things
you like are liked by gamers who play in a similar way and seem to like other similar things. Saying 'this is my personal opinion and it may or may not reflect the opinions of anyone else on this planet' is
not helpful for discussion. If we can understand why you like something (or why you don't), we're likely to be able to extrapolate across a wider audience.
For example, if you say 'I like this resolution mechanic because it creates cinematic combat' we won't know if EVERYONE will like that mechanic, but we can suggest it for people who claim to like cinematic combat scenes. If someone else says 'I don't like this mechanic because it doesn't simulate reality very well', we similarly know where they're coming from. If instead they say 'I don't like it, but it's okay if YOU like it', you don't get nearly as much information.
Now, as long as we're encouraging the free expression of opinions, it is up to each individual if they want to assert those opinions politely or not. But each site develops its own tenor. At the Den, we expect to be told to suck a barrel of cocks. While that is undeniably off-putting for some segment of the population, there are those who enjoy that 'aggressive' exchange. In particular, since gaming mechanics can be pretty dry, the hyperbole and personal attacks make this website more enjoyable [for me] than it might otherwise be.
Zak S wrote:
Even if you were saying 'FOR ME', there is an implication that the designers would have been better served leaving it out... If I say 'I don't need a helmet, but you should wear one'
"I don't need a helmet, but you should make your own choice if you want one."
And you don't see how that might be taken negatively? Setting aside, for a moment, the establishment of group norms and/or peer pressure, the statement fails to offer a reason - leading to accusations of 'too cool for school'. If you say 'I like the feel of wind in my hair' we know where you're coming from - and we can respond with all the important safety benefits that helmets offer. If you say 'helmets suck', we can respond with all the important safety benefits that helmets offer. But if you say 'I don't need a helmet', you've short-circuited any possible discussion of the benefits of helmets. Why don't you need one? Is it because you're an idiot and don't understand their actual benefits? The most likely reaction is someone to say 'yes, you do'. And then you can say 'you're a liar - you don't know me'. Maybe
you don't need a helmet, but the hypothetical person that doesn't need a helmet is so exceptional to begin with, it's hardly worth acknowledging.
You've indicated that the focus on identifying audience is to STIMULATE discussion. I posit that too narrowly defining your audience STIFLES discussion.
Zak S wrote:
The implication that you appear to not want to make, but has come through very clearly is that if someone benefits from the inclusion of this information, they are somehow worse for that.
Meh--if you wanna feel offended, you can.
I'm not offended. At least, not by your prior statements. I'm vaguely annoyed that you are giving me permission to have thoughts and feelings. If I want to be offended, I don't need your permission. In any case, I ask that you review your posts and keep one question foremost in your mind:
Does it sound like I'm saying this works for me because I'm exceptionally good at what I do?
If the answer is yes, bear in mind that not everyone will be exceptionally good. Since desiring to be both competent and recognized for their competency are accepted human needs, we tend to have some pretty loaded words for people who self-identify their own greatness. We also have some pretty loaded words for people who rub in their superiority. Finally, assuming you consider the answer yes, what would it mean if you are not exceptionally good at what you do...
At that point, either the things you're doing would be widely applicable and/or helpful (because you get good results despite not being exceptional)
or the things you're doing can be improved because you can achieve better results with another method.
Zak S wrote:
There is apparently no possible action I could take or words I could type that would dissuade you from thinking I believe that (including directly stating it) so..enjoy your feeling of persecution.
Rather than stating 'this works for me', you could try 'this is why this works for me'. Ultimately, I believe that is better for a discussion. The first only invites discussion of your personal results and valid responses include:
1) You're wrong - it doesn't work for you and you just don't realize (you're a liar)
2) You're wrong - it doesn't work for you because you're actually doing something DIFFERENT from what you claim to be doing
3) You're right - it does work for you, but you're an outlier so your experiences mean little in our discussion.
4) You're right, and this should be a universal maxim that applies to everyone.
Bear in mind, besides determining what you are doing and how well it works, people have a desire to know how representative your experiences are. Since it is not practical to poll all RPG players for all questions, discussion about why are more important than 'who' - especially if 'we don't know you'. Despite the generous invitation to listen to hours of recorded podcasts, I'd prefer to get your opinions through your message board posts - referring me to do many hours of independent research just so I can decide if you're worth listening to takes the arrogance you've been accused of throughout this thread to a whole new level.
Zak S wrote:
Story-Games and Grognards.txt both have a "Zak S doesn't play the same game as me so I assume he things I'm a loser" club--I'm sure they'll let you join if you're nice to them.
And here you are,
again, making implications about folks that appear to be aimed at offending. I don't read or care about those sites(?). Nor do I care about whether you play the same as I do. I agree with you that there should be 'different strokes for different folks'. It's even possible that we play in the exact same manner. But whether we do or not really doesn't matter at this point. This is a discussion about how to have a discussion. You have taken umbrage with 'universal claims' (which of course can be refuted by your individual experience), but you have not been willing to engage with why your experience doesn't correspond. One reason I included the 'universal claims' in quotes is that most of the statements actually included qualifications, such as 'at least usually'. I'm not going to dig it up, but that was included in a quote that discussed successful stunts. If my memory serves it was 'always successful, or at least, usually'. You objected to the 'always successful' and ignored the 'at least, usually'.
Do you agree that if 'stunts' usually fail because the GM says 'no', that players will usually stop asking to perform them?
Do you agree that if 'stunts' usually fail because the GM allows the attempt but usually makes them near impossible to succeed on, players will usually stop asking to perform them?
Do you agree that if 'stunts' usually fail because even if the chance of success is relatively acceptable the consequences for failure are unacceptable (you can try it, and if you succeed, you get +2 to your attack, but if you fail, you get eaten by the monster) players will usually stop asking to perform them?
In order to make 'stunts' work, the benefits for attempting it need to be worthwhile (better than not attempting it), but it needs to be situationally specific enough that it is not always the optimal action (otherwise the stunt will always be used in every circumstance, forever), the consequences for failure cannot be so dire that players will never attempt it, and the chance of success needs to be commensurate with the bonus given. Now, I'm sure you are capable of adjudicating every stunt on a case-by-case basis with no bias resulting in perfectly happy players in all situations - so I'm not going to listen to podcasts to have it confirmed - but surely you can admit that not everyone is so capable?
Game Designers want to make games that are enjoyable for a wide variety of players - players that may not, personally, be as capable as the designer.
Specialization is a real thing that tremendously benefits our society. Sure, you could ask everyone to make up their own game rules, and you could ask everyone to make up their own TV programming, and you could ask everyone to grow their own food - but that would involve the collapse of society as we know it. Some people consider self-sufficient yeoman farmers the very model of a utopian democracy, but there are reasons it never happened.
Going back to your suit example - you can buy 'suit separates' where the pants are in standard pant sizes and the jackets in standard sizes, so you can get what you need off the rack and it will fit. While this is the simplest solution, anyone invested in suit fashion will be cringing. An 'off the rack' suit comes with the pants significantly longer than required. You can not wear such a suit out of the store. It requires some amount of tailoring to work. Finally, some high-end suits custom-make every stitch - they must be designed with a single person in mind.
You might argue that having everyone always get custom suits is 'best'. It would certainly mean people in suits would look nicer. But it also would be the most expensive option.
You might argue that the 'suit separates' would be the best option - because everyone can get something that works for them with no fuss... But there are issues, there, too. Not every store has every size... And then there are issues where the separates don't always work together the way they should (slight differences in color, different rates of fading, etc).
A game designer is most successful when they can create a 'suit' that 'fits' the widest possible audience, but allows for 'standard alterations' to achieve a better fit with minimal effort.
The guy hawking 30 square yards of broadcloth and a sewing needle isn't even in the suit business.
Zak S wrote:
in all cases having something in the event you want it is better than not having something and wishing you did.
Better than either is: having two different games.
This is not a response to my point. Having what you want is good. Having two games, neither of which include what you want, isn't. I was talking about having a game, wanting to do something in that game (something that's important enough that it will likely come up regularly) and finding that there are no rules for it. At that point you can create some, but we run into the issues described before regarding different capabilities... If your game has rules for these things, most people are better off. They can ignore them if they consider it too fiddly (or not worth the time) and they can read about it later (if they like). But if someone HAS NO IDEA AT ALL, how to proceed, they can review the rule. Everyone is better off - nobody had to read any rules that didn't want to; nobody had to consult rules if they didn't need to - everybody either comes up with a rule that works for them or uses the one provided by the designer. Nobody is forced to go without a resolution mechanic.
It'd be like finding out your suit has no pockets... That's only a problem if you're wearing the suit when you find you need one.
Zak S wrote:
Why would anyone want one with missing rules? re-read where it says "wilderlands".
I'm not familiar with the specific rules you've referred to several times. I understand that
you don't need those rules. I posit that the fact they don't do anything for you doesn't mean that they shouldn't be included. Assuming that they are, in fact, something that is expected to come up in the game regularly and further, assuming that some people need instructions on how to resolve those situations, having those rules is good. Having them presented in an easier to use format and/or be less cumbersome is also good.
The fact that I never read my Owner's Manuals doesn't impact in any way the realization that it is good that they exist and they benefit OTHER people who might need them.
Ultimately, these issues you allude to (cumbersome rules that get in the way) can be taken care of by two things: better, less cumbersome rules that are easier to use and apply quickly
and a bloody index.
Zak S wrote:
Likewise: Spell descriptions. Some people want the If...Then paragraphs and will benefit from them. Some will just find them an impediment to referencing them during the game.
Both have a cost. Different people will judge different costs differently.
Can you quantify the costs? I mean, writing a thorough description is more work
for the designer. Having longer descriptions is
potentially more work
for the reader.
Here's the thing - I've never seen a truly 'invisible' creature before. I don't know if throwing flour into the air will make them visible. I also don't know whether it is likely to create a dust explosion if I do it in a 10x10 room with a lit torch.
If someone who knows how these things works offers their expertise, I'm going to appreciate having it. I could make an 'on the fly ruling', but in general, I'd like my rulings to conform to expectations of reality. If the information is there (since we expect it to come up) I am free to use it or ignore it if I like. In something like 3.x, there is a short description of each spell (along with a long description) so I could just use that if I wanted. But since knowing how spells work is probably going to be important to players [and as you've agreed in this thread] establishing how they work
in advance is important.
Zak S wrote:
When I say "X short spell description is more useful than Y long one" do you think "Well I believe you but Jesus compels me to not allow it to be published" or what exactly?
Here you are, trying to be offensive again. If X and Y are descriptions of Spell Z and work fundamentally differently, along with A and B descriptions of Spell C, and R and S descriptions of Spell T, things are going to get confusing quickly. If you have to pick one (and you probably do), you should aim for the one that can be used by the most groups with minimal alteration. Now, that does mean
when possible make the description or effects short. There's no reason to be unnecessarily verbose. So,
all things being equal I agree that the short description is universally better. As soon as the long description includes critical information required for the functioning of the spell, Y is universally better. People who prefer X can ignore the additional text... The only extra 'work' they have to do is carry around a book that MIGHT include extra pages they don't actually need.
Zak S wrote:
What dire consequence do you fear if GMs and players who don't want over detailed spell descriptions get short ones instead while people who want exhaustive descriptions get a different book?
Look - if you're writing the book, more power to you. I'm not sure that the spells will be useful
in the same game, so ultimately, those people aren't going to play together. That makes me a little sad, but I wouldn't call it a 'dire' consequence.
But if a book includes
only short descriptions, and many GMs founder because too many spells create 'divide by zero' errors or the game breaks because of ambiguous interactions between spells, I'd think it would be better off with the descriptions that are at least long enough to cover the essential elements.
And since I'm presumably paying money for the product, I expect the designers to aim for going at least that far.
Zak S wrote:
That's a literal question. I'm having trouble thinking how anyone of good will would begrudge people a tool that works better for them and demand only their own be available.
Thank you. Thank you for agreeing that the descriptions that cover the essential functioning of the spell is not something you would begrudge everyone else from having. Because assuming (like every actual example of published games), the designers had to pick one description to go with, it's best to make sure everyone can use it. Since some people can only use instructions they are given, and others can ignore and/or make up anything they want, giving at least the minimum instructions for everyone is 'best'. Otherwise, you'd be displaying ill will toward people that want a functioning tool.
Zak S wrote:
If Swords & Wizardry AND Pathfinder (or your game of choice) are both published, what horrible damage is S&W inflicting on Path and its fans?
None. But I'm going to have to call this a goal-post shift.
I don't think that there should be only one game on the market. I also don't think that there should be one flavor of ice cream. 99 times out of 100, I'm going to be eating some flavor of chocolate, but rarely I will try something that sounds interesting. Having more games is good. Having flavors that appeal to a wide variety of people is good.
But that doesn't mean we should say 'the fact that your ice cream has shit in it is good - the more flavors the better'. Actual literally shitty ice cream is BAD. Ice Cream should not have shit in it. And if your ice cream DOES have shit in it, it's hard to eat around or remove. Having an ice cream flavor that YOU LIKE without shit is a better option than only having the flavor YOU LIKE with shit in it.
There can be disagreements on other elements (I want a Rocky Road that doesn't include nuts vs. That's crazy - nuts are critical - it's not Rocky Road without them) - and that's just a matter of preference. It might even be possible to please both groups. While it might seem difficult on the surface, with more information we might find out that they'd both be happy if the particular nuts were walnuts. Or maybe we'd find out that it's easy to sprinkle nuts on top of the scooped ice cream, so we make it 'optional'. Whatever. But in any case, getting more flavors of non-shitty ice cream is good.
Don't you think so?