Why can’t someone roll up top most 30-80% deviation for human abilities? One reason is that part of these abilities come about through work and experience. Another is that Rolling with the odds 1:216 of the lowest of the low or the highest of the high has strange utility/payoff/motivations alterations to players. If you want to play odds, then if you read up on mutations (different from parents) and evolution: the odds of getting a positive mutation with a marginal advantage is actually millions of times more unlikely than a negative mutation. This is because mutations are at the bottom line copy errors. In fact, because of technology we are able to stave off unforgiving natural selection for most of these errors but as life continues to thrive through technology a lot of these negative mutations will remain in the succeeding generations. (In a way Robert E Howard’s view of civilization is kind of correct)
Dull Stuff: Game Design Research
2 responses to “Dull Stuff: Game Design Research”
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Woah, hold the phone. Seems like there's alot of potential concerns here.
First, what kind of performance testing are we talking here? Unless they're tests of fundamental things like spatial thinking and reaction time, there's going to be factors affecting the results beyond the ones covered by ability scores (the equivalent of level, base bonuses and/or skill ranks)
Second, even if that's a 20% absolute deviation (I *think* that's the right term- I foolishly chose to study advanced calculus rather than statistics) for the results on tasks that'd be resolved purely via a given ability score, it's not the score itself which needs to have that deviation- it's f(score), the range of results produced by the score's input.
Third, the vast majority of roleplaying games are built to represent stories where the people and/or circumstances they're in are extraordinary. Granted, a system can actually emphasize this more effectively by not making it a fundamental assumption- take the DD example of normal people rolling 3d6 and PCs taking the top 3 of 4d6.
My bet is that you're well aware of some or all of the above, but I just wanted to make sure.
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Whoa, someone read it!?
Sorry for sounding too serious or like I really know what I'm doing 😛 I should disclaim that I have no credentials except for personal unguided education on the matter.
With regards to deviations, Wouldn't using performance to measure actual abilities be the best method? Using performacne as an evidential method of determining what the character can actually do, vs abstracting weight and mass to determine what he can potentially do. The potentially do part is very untestable.
Animals and Humans with differences in architecture that tend to have inconsistent performance ranges when despite commonalities in compositions.
I do get that composition, and not just performance should ultimately determine what limits and capabilities unfortunately that physics level of scientific predictability even escapes biology. In the philosophy of science, I was surprised to learn by the epistemological standards of science biology is relatively less predictable than physics, making it relatively "softer". (Although I hate contemplating philo of science with all its exceptions and arguments its so much drugery as compared to pragmatic philosophy: which is more concerned with what works)
As for RPGs systems design intent. I agree there is no quantitative criticism against systems as they are: bottom line is that they worked and continue to work as well as people want it to work. I think it will continue to do so in the future.
Although, with so much information and science available why not demand or expect more out of a game system? Why can't a game system be more "sciency" and gritty? Why not use the wealth of "rules of thumb" (in their proper context) to make a game system contain them all so that the game serves more purposes in the economy of words.
A game system can be explained in probably 40,000 or less words. What is the comparison of 2 game systems when 1 system more believably reflects reality and give optimal language tools in telling a great shared story?
Ideas are continually being refined and compressed into formulas that allow us to carry around powerful critical thinking tools. Why not exercise that innovation in a game system, serving the most cost efficient expenditure of energy and time: test your understanding of something by communicating it as a game system, compress it to an easy to use formula, motivate others to innovate, challenged and re-examine old preconceived notions, and be able to have fun and play with it.
Calculus is awesome, its used a lot in economics and everything because of curved progressions/diminishing returns and fluctuations. I don't really have a knack for math and I'm using the game design exercise to relearn everything by finding uses for it that I'm very motivated to exercise.
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