David Johansen
Legendary Pubber
- Joined
- May 4, 2017
- Messages
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With the discussion of bad rpgs I think there is a need to discuss the cardinal sins of game design.
Abilities that give an ability. Okay, if the Knowledgeable trait give you the Learned trait you should just give the Learned trait. It's sloppy and needlessly repetitive and damned annoying. If you do this you are going to the ninth circle of game design hell right now. We're not talking about packages and metatraits which are only a venal sin. We're talking about single traits that only have the effect of giving another named trait. The first offender in my mind is the Warzone Rebirth game by Prodos which revels in this sin like an axe murderer at a nudist swimming pool!
Depending on GM fiat to resolve everything. Sure, the GM will have to resolve things sometimes. Ideally you've got a core mechanic that's robust and flexible enough to handle most anything with a skill roll. But look, if your game can't function without GM fiat handling everything all the time your game is incomplete and badly designed. It's common enough that you're only going to the first circle of hell because it's biggest and all. OD&D and Tunnels and Trolls get a pass on this because of the ignorance of early days but you'd think by eighth edition T&T's combat system would actually function in play. It's not avante garde or liberating it's laziness and incompetence. Into the pit with ye!
Abilities that give an ability. Okay, if the Knowledgeable trait give you the Learned trait you should just give the Learned trait. It's sloppy and needlessly repetitive and damned annoying. If you do this you are going to the ninth circle of game design hell right now. We're not talking about packages and metatraits which are only a venal sin. We're talking about single traits that only have the effect of giving another named trait. The first offender in my mind is the Warzone Rebirth game by Prodos which revels in this sin like an axe murderer at a nudist swimming pool!
Depending on GM fiat to resolve everything. Sure, the GM will have to resolve things sometimes. Ideally you've got a core mechanic that's robust and flexible enough to handle most anything with a skill roll. But look, if your game can't function without GM fiat handling everything all the time your game is incomplete and badly designed. It's common enough that you're only going to the first circle of hell because it's biggest and all. OD&D and Tunnels and Trolls get a pass on this because of the ignorance of early days but you'd think by eighth edition T&T's combat system would actually function in play. It's not avante garde or liberating it's laziness and incompetence. Into the pit with ye!