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Dave S's avatar

I have never understood why D&D, and games like it, are described as a "three-legged stool" of combat, exploration, and social interaction, yet just about every game will give you 20 pages of combat rules, 2 pages of exploration rules, and a one-size-fits-all 2d6 reaction table.

The problem I have with all of this comes down to this quote by you: "The DM, being another player..." I don't want to be another player. I want to be a neutral arbiter of how the world responds to player actions.

I feel like saying social interaction should lean on DM adjudication overly burdens the person at the table who is already the most burdened by the mechanics of the game.

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Rejected Thesis's avatar

This article gave me a new angle in which to see game mechanics. Up to now, I have never thought of mechanics in game design in this very common sense practical way i.e. that of a system that prevents arguments among players. I just saw game mechanics as simple, automatic ways to resolve uncertainty in acts or events in a fantasy world. However, from game design perspective, especially with a emphasis on people having fun with a system...it makes sense that game mechanics would evolve in this way. People want people to play their games, so they want them to have fun, and therefore build systems to prevent conflicts among players, not just to account for "what happens".

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