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The Biggest Mistake in RPG Design 

Kasimir Urbanski - RPGPundit
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When you're designing an RPG, you need to understand what "good design" really means, and it all starts with one fundamental truth.
#dnd #ttrpg #osr
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27 авг 2024

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Комментарии : 268   
@strategicviewpoint6672
@strategicviewpoint6672 Год назад
First and Only Rule of Game Design: Rip off what you like with anything you come across
@RPGPundit
@RPGPundit Год назад
Yes, but if you rip off garbage ideas, because you don't realize what works and what doesn't, what you produce will be garbage too.
@strategicviewpoint6672
@strategicviewpoint6672 Год назад
@@RPGPundit Only way to tell that is to get a lot of people to play test your game design or to review your game design
@RPGPundit
@RPGPundit Год назад
Well no, one way to tell is to see if the things you are ripping off are from games that hardly anyone plays. ESPECIALLY if they are games that were strongly hyped by certain people, and that many people therefore bought, but do not play.
@bobhill-ol7wp
@bobhill-ol7wp 8 месяцев назад
@@RPGPundit Are you talking about Critical Roles new Daggerheart game? It's reads like a schizophrenic mess where someone's just write down all the mechanics they liked, then shoved them into a mailbox and cellotaped the door shut. And then compare that to EZD6 where the inspirations are obvious, but runs beautiful like pouring coconut oil.
@kentuckyrex
@kentuckyrex 6 месяцев назад
​@@bobhill-ol7wpI am from two months in the future! Behold! *mist of time shifts* Candela Obscura!
@thegrandwombat8797
@thegrandwombat8797 Год назад
I don't think this is wrong, but I do think the case is overstated. Barring circumstances that don't exist in the current RPG market, it is true that popularity means there is something of value in a product - there is a quality floor that a game has to be above in order to be played, and something like D&D clearly meets it from the number of players it has. But there are very few areas where being the most popular or widely used correlates with being the best - the most successful movies and well known movie franchises are not the best movies, and often aren't many people's favorite movies either. The songs played on the radio aren't most people's favorite songs, and the biggest restaurant chains don't have the best food. This is true for games too - everyone's played Monopoly but it's no one's favorite game. It's not because people think the most popular things are better, it's because they think they're fine, and will spend some money on them alongside their preferred option - it's just that people have different preferences, and products that do one thing very well can be successful in a niche but still be less used than products that do broader ranges of things less well. There's a reason we have the term "lowest common denominator," and it doesn't refer to quality. We also need to disaggregate between good game design and good business decisions. If all we mean by good game design is how successful the game is, then the argument would just be "the most successful game is the most successful" and no one saying D&D is bad design thinks it hasn't made a lot of money. They often mean that particular things aren't fun for them or their group. If someone wants to sell a game then they should consider ways to be successful, but that's not the same as focusing on making the best game you can. Additionally, you won't get far by making a game trying to do the same thing as D&D, because that puts you in direct competition with the biggest name in the business, and people need a big reason to switch to a new system - being as good or a little bit better isn't going to beat D&D's head start. Like with Vampire, as you mentioned in the video, it's often going to be more successful to make a good product that fills a new niche than an equally good product in a niche that's already filled. A game system that is just good enough being put out by a group with more name recognition and resources that is established in the industry will consistently outsell a better game system that has none of those advantages. Even still, it's a big mistake to discount the choices made by people with experience creating successful products if you want to make the same kind of thing. In any field, people with experience will have learned lessons about what works and doesn't work that you can't know when starting out. If you ignore what they've learned you will make beginner mistakes. Anyone creating an RPG will have things to learn from D&D.
@RPGPundit
@RPGPundit Год назад
Obviously the most successful game is the most successful, but it (or almost anything else that is most successful) will also have certain fundamental aspects that are in part responsible for that broad success. Now, you can go ahead and make something NOT meant to be the most successful (Lion & Dragon was not made to be more successful than D&D5e; I worked on both, and with the latter my goal was to make it the most successful whereas with the former my goal was to make it fulfill a particular niche successfully), but if you ignore those fundamental aspects (or worse, REJECT them just because they are part of the 'mainstream' product you despise) you will likely create a product that will not only be unsuccessful but fundamentally bad at the thing you want it to be, in that it will not be appealing even to the niche audience you make it for. It's like Starbucks. Starbucks is certainly not the finest cafe in the world, but it is arguably the most successful cafe in the world. If you want to make a hipster coffee joint meant to specifically appeal to lefty college students with man-buns and fashionable sexual identities, you wouldn't just create a carbon-copy of Starbucks. But you definitely SHOULD carefully consider the elements that make Starbucks so appealing to so many people, and take the underlying principles of those elements whenever possible to adapt them to the specific goal you have for your cafe. On the other hand if you reject everything about what makes Starbucks successful, you'll probably create an absolutely terrible business that will fail to bring in any crowd at all.
@Fernoll
@Fernoll Год назад
In my last campaign, during session 0, I let the players roll up their stats. One of the players was rolling a fairly solid character (highest was about 15-16, lowest at about 7-8 or so). Regardless, she was bitching and moaning because she spent the previous months playing D&D Online, and by that point was just so used to having 15 as a dump stat. She ended up leaving the campaign before it had even started, and nothing of value was lost.
@yurisc4633
@yurisc4633 Год назад
Zero roleplay. Tragic.
@therealmaizing5328
@therealmaizing5328 Год назад
For my very first character (in 1st edition), I rolled three 16s with my other stats being 10, 12 & 13. I thought that was a great set of stats.
@nuruisake
@nuruisake Год назад
wow. just wow. i recall running a character who's highest stat rolled was 14 and lowest was a 4.
@billtrent6520
@billtrent6520 Год назад
I recalled in 5e gane that was I had character who highest stat was 14 and maybe aa few single stata numbers I told gm I was ok with my stat line they want me to hour them and roll again the stat line each time got worse so gm I end take first stat roll XD and because of my low stat roll I end looking play other races instead of playing human I end playing a elf Arcane trickster who commit petty theft to survive before she met the party.
@yurisc4633
@yurisc4633 Год назад
@@billtrent6520 see how the stats helps with roleplaying and story?
@AccessAccess
@AccessAccess Год назад
With 1st and 2nd edition D&D I think the thing that made it work was the players. Players were generally flexible and DMs would design or use their own rules when things were broken or no fun. For instance magic-users or wizards were simply no fun to play at low levels so many of the DMs I played with used a spell point system instead of the book system for memorized spells. The only RAW / "Rules As Written" game I ever played in was when we were first learning and since then the system was evolved and changed to suit us. The systems that were arguably bad were ones like GURPS that tried to do everything or have a "rule for everything" and where the players would insist on playing RAW even when that wasn't much fun for the rest of the group. The best systems I played were ones like Paranoia which was purpose designed for one type of play and nothing else because all the mechanics could be fine tuned to just that.
@RPGPundit
@RPGPundit Год назад
I would say that there's a kind of ranking of games emerging in your statements. For me it would be: Best: Games where the mechanics fit the world/genre (a lot of OSR games are like this) Second: games that have a big mix of rules but inherently encourage houseruling. Third: Unisystems (games that have a single mechanic with rules for everything built around that) Fourth: Games that aren't designed to be playable.
@AccessAccess
@AccessAccess Год назад
@@RPGPundit Yeah but with the right group of friends you can even have fun with the fourth type. By either breaking the game world or creating a parody of it as you go. Maybe not useful for much besides a one-shot though. Some of the funniest games were the ones I played with bad or broken systems like Vampire the Masquerade one mentioned in this video. Our games were basically a parody of the game world and the GM tried to play rules-as-written so we would sometimes just go full "murder hobo" and see how much of the world we could screw up before getting wiped out.
@jeffallen559
@jeffallen559 Год назад
I’m not sure if D&D is great design. I think it has familiarity because it was the first and was most popular because of it. So people are comfortable with it. I suspect if D&D had used a completely different game engine then people would have been comfortable with that. Like say it used the game engine from Star Wars d6.
@EffeSchmidlin
@EffeSchmidlin 24 дня назад
@@jeffallen559 All art is created on top of the art that was created before it. That's most visible with larps, that have more distinguishable communities than rpgs, for example. US larps are very different from German larps, which are very different from Chinese larps, Nordic, Italian, Brazilian, English... Each country ends up designing a different set of strategies and culture of play around a language. If you play a Nordic larp outside of the nordic countries, it will most probably be tainted by other cultural references, and be a very different game, while also being the same exact game.
@the11thhour14
@the11thhour14 9 месяцев назад
I agree with what you’re saying, but there are 5 editions of D&D. These are essentially 5 different games. While they carry over design elements one to the next, they are very different. The mass appeal is not the game design alone, it’s a cross between simple design principles, brand recognition, and thematic appeal. A lot of good systems are either A) too difficult at first glance. B) a carbon copy of dnd C) Not enough thematic and aesthetic appeal. To the credit of your argument, I honestly believe the only way to truly make a good selling game is to nail Aesthetic, Marketing (tiktok or some crap), and having a more in-depth complex system that does not FEEL hard. You have to basically keep the good, replace the bad, have a unique identity, and have some kind of platform to spread the word and advertise it in a sexy way. Overall good video, I agree that good design is sellable, but as someone who works everyday with managers who are the equivalent of a professional paper weight, I would propose the idea that the best product (or in my case employee) is not necessarily the one that people buy. Like I said, I agree with your premise on it not being BAD game design, but it’s success in the modern day (5e) is not popping off as a result of good game design. It’s good enough that people will continue to play it, but previous designs were objectively more well crafted (GM perspective)
@josephskiles
@josephskiles Год назад
😂 how can anyone claim to hate D&D mechanics when Gary even put in a table for what type of prostitute you could meet?
@bobhill-ol7wp
@bobhill-ol7wp 8 месяцев назад
This is what 5e really did miss out on. I want my latinx tiefling hermaphrodite roll over in her wheelchair with a lustful lazy eye
@VacantPsalm
@VacantPsalm Год назад
Pessimistic take: You and your friends all want to play different games, but each one of you would rather play D&D then the crap your friends want to play. D&D isn't great because it's good, it's great because it is at least ok to everyone.
@RPGPundit
@RPGPundit Год назад
That is also a feature of playability.
@itsallfunandgames723
@itsallfunandgames723 Год назад
This sounds like a discussion about the difference between successful sales design and successful game design. D&D has lots of sub-systems and it seems like 90% of them are ignored by 90% of groups, and the crunch has a way of derailing games such that most campaigns don't go into very high character levels. Not to say there isn't psychological appeal in those things, the complications, the over-bearing processes, the huge amount of little rules you can learn to gain an advantage may keep people engaged even if on the surface these things don't seem objectively good, they may be part of the success. But much like Warhammer 40K is the top selling miniatures game with every new edition, and yet every new edition still sucks, it's entirely possible the game's success comes almost exclusively from it's market position, name recognition, and community of existing players. And the system's only contribution to the success is that it's extant and when customers buy D&D books there aren't just blank pages on the inside. If one wanted to recreate a D&D style success, I'd say spend 10% of your resources making a ruleset that's about 200% overdesigned and overlong, 50% on cool art, and 40% on advertising that suggests your game is already a gigantic success.
@RPGPundit
@RPGPundit Год назад
Name Recognition explains why people buy something. It doesn't explain why they would keep on using something. You have to change your way of thinking, and accept that D&D, intentionally or not, has the type of design that will actually appeal to playability and people will actually play it and therefore keep using it.
@itsallfunandgames723
@itsallfunandgames723 Год назад
@@RPGPundit : Well I would say it's more like name recognition, existing fanbase, existing market presence (retailer relationships), cultural presence (how many people won't stop saying it got a huge boost from Critical Role and Stranger Things), and just social cachet (any American who can only name one TTRPG will name D&D). So I wouldn't disagree that the rules are good enough to keep people coming back, but I would liken it to the taste of a McDonalds' hamburger, yes it's extremely popular and people keep coming back to eat one, but the sales success clearly comes from a lot of other things first.
@screenmonkey
@screenmonkey 9 месяцев назад
​@@RPGPunditname recognition, sunk cost, market dominance, and most game Designers are terrible business men. Dungeons and Dragons has had good enough business men to manage it. Heck, it's only cause of Wizards previous business acumen that D&D survived. Had Chaosium not got in bed with Avalon Hill, and lost the Runequest rights due to bad business decisions we'd probably be playing Runequest and other Chaosium games more. In other countries, other games were allowed to flourish. In Korea and Japan, Call of Cthulhu is the most popular. In Sweden Dragonbane is clearly decended from BRP (it's orignal writer wrote for Chaosium).
@galinor7
@galinor7 2 месяца назад
D&D was the first game, therefore it had a head start. Most players begin playing because they are introduced to the hobby by another gamer, who may well have played D&D. Is soccer the greatest sport? I think that analysis would argue that many other sports are super popular and very good. Soccer was however the first. If D&D was invented now, would it become the most popular game? Maybe not. 😮 Is D&D a good game? Absolutely yes. It is tremendous fun and you have archetypes. You can be a Wizard or Warrior etc. All good stuff. Is D&D simple? People who are taught to play D&D think it is super easy and intuitive. For everyone else all those feats are beffudfling and combat appears initially counter intuitive. It is badly designed? No, however it is not necessarily better in design than say, Warhamer, Call of Cthulhu, or Dragonbane etc. Should people copy D&D in Game design? Only if they want to. Is making everyone equal as in equity a bad thing. Probably yes but actually D&D is often accused of just that very thing. Do I play official D&D? No, I don't like it very much. I prefer BRP and D00lite. I quite like OSR. Gary Gygax was a very good game designer. Rather than say D&D , I would say established RPG has embedded in it good game design. Runequest is some 45 years old and super popular. Cthulhu is massive. D&D is not necessarily the best game. it is the most popular. Mozart is better than lady Gaga. Yet at the Mozart is probably outsold by her now. In 100 years we will still be listening to Mozart.
@driver3899
@driver3899 Месяц назад
@@RPGPundit How many preteens wanted D&D box sets because the art was amazing though? That art is what sold the fantasy of Fantasy. And that art was all over the place, that's what marketed the game and sold the idea of it Replace every picture with bad clip art and it would not have become mainstream No 10 year old was ever going 'Wow look at those game mechanics!' or 'Can I come over on the weekend and talk about THACO again?'
@michaelmclaughlin261
@michaelmclaughlin261 Год назад
If "Stranger Things" took place 5 years later, those kids would be playing 'Rifts'
@paulcooper6048
@paulcooper6048 Год назад
No. Just no.🤣😂🤣😂🤣
@lordslaar4808
@lordslaar4808 Год назад
@@paulcooper6048 Sad, but true.
@lordslaar4808
@lordslaar4808 Год назад
Pity, that.
@cmdreltonpoole6303
@cmdreltonpoole6303 Год назад
Ewwww
@Kanezeran
@Kanezeran Год назад
So there *is* a better timeline!
@cernunnos_lives
@cernunnos_lives Год назад
A lot of this is based on popularity. D&D has been the big name for decades. It was designed for dungeon delving and slowly acquired advancements. And yeah i have played with point systems for abilities for a long time (instead of randomly generated scores). Mainly for fairness to the other players. And we made it easy to gain better scores as time goes on. The player characters were given enough points for slightly above average people.
@elgatochurro
@elgatochurro Год назад
EXACTLY
@verain3947
@verain3947 Год назад
Stats are really hard in modern D&D because each two changes the modifier for everything. Getting an extra hit point per level is a big deal, and that breakpoint was less common and less disruptive in older versions. In OSR games like Sine Nomine the attributes as printed make a lot of sense. In 3.X 4e you can solve it by just giving generous stats so the players have the pluses they think they need, which isn't great but is still ok. In 5ed if you try to be generous then you run into the feat budget, which tends to favor builds that can get a lot of use out of feats, etc.
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@josephgioielli
@josephgioielli Год назад
"All power flow according to the whims of the great magnet. What a fool I was to try to resist it."
@RPGPundit
@RPGPundit Год назад
Good job catching the reference! Spread the word, share the video!
@Luciferofom
@Luciferofom Год назад
You're so right, Pundit. We should apply this logic to other areas of life too. The best-selling restaurant on Earth is McDonald's. Therefore, they make good food, and it's bad recipe design to not make food like them. The best selling music genre on Earth is pop music. Heavy metal, therefore, is bad music design. The Democrat party is the most popular political party in the United States, so any alternative to them is naive, and bad politics. And T-Series is the most popular RU-vid channel. Therefore, T-Series is an example of the standard of good RU-vid channel design. None of these started out as the first major thing; they rose to it over time because they are the best.
@RPGPundit
@RPGPundit Год назад
Trying to open a fast food restaurant, starting with the premise that McDonalds is a badly-designed fast-food restaurant and should be rejected as a model to follow, would be a recipe for bankruptcy.
@Luciferofom
@Luciferofom Год назад
@@RPGPundit Don't soften your stance in your moment of triumph, friend. McDonald's makes THE BEST products. You know that because they are the most popular and profitable. Just like the Democrats make the best policies. Google is the best search engine. Comcast's NBC Networks produce the best news. Windows 11 is the best desktop OS. I could go on. Plebeians always know what's good for them. And there is something else you were extremely right about. I forgot to mention it; I apologize. Profit is the only measure of good. When honest businessmen like drug dealers sell methamphetamine, you know by the fact that it's profitable that it produces a social good. Just like extremely loud sound systems. Individually rational action is always collectively rational action. And individually rational action is defined by pleasure and profit. There's nothing noble in any way about acting selflessly that is either good or rational. Plato and Aristotle were wrong and Murray Rothbard was right. Thank you for your wisdom, Pundit. But please do try to have more faith in the demos.
@leos.2322
@leos.2322 4 месяца назад
That's missing the point, the point is that: By definition McDonalds has done something that made it work, the food, the marketing(I hear that OG mcDonalds was good), the Structure, how they went about expanding their business, organization. Then deciding it's all crap would be a big blunder. Instead analyse what went well and what is it that you can do better or what other niche you can fill in order to have similar success
@VirginiaRecords-ji1jf
@VirginiaRecords-ji1jf 3 месяца назад
@@RPGPundit The point is, you are wrong, so very wrong.
@BobMcDowell
@BobMcDowell Год назад
In my experience, most of those super-hobbled characters were either discarded before play or immediately suicided by their players.
@max4750
@max4750 11 месяцев назад
Discarded before play is what I’ve seen too the few times I’ve used rolled stats
@Steiveplays
@Steiveplays 8 месяцев назад
Three rules of TTRPG game design: 1) steal. Steal everything. 2) make the game YOU want to play. If you want to play it, someone else will too. 3) D&D is not a holy grail, but still respect your elders.
@RPGPundit
@RPGPundit 8 месяцев назад
Certainly, steal mechanics that are cool or work for what you want to do; but give due respect to other OSR designers who inspire you.
@oldhatAN
@oldhatAN 10 месяцев назад
I have actually seen people claim, in all apparent seriousness, that no one actually likes D&D and that people only buy and play it because of marketing. This was a pretty common claim over at The Big Purple. They seem to think that marketing is some sort of magic mind control that can get people to buy and play a game they don't like for decades over multiple editions. This idea is beyond asinine. You might be able to get people to try your game with marketing. They won't stay with it long term if it isn't giving them something they want.
@RPGPundit
@RPGPundit 10 месяцев назад
Ironically, that's one of those things that was never true, but that the Woke's own efforts seem to be turning true. I'd be willing to say that at this point, anyone who STILL buys a WotC woke-D&D book is doing so because they've been tricked by deceptive marketing. Like, thinking the new "planescape" book is about the Planescape they once knew and loved; that sort of thing.
@VengerSatanis
@VengerSatanis Год назад
Pundit, you're making the exact same mistake with Vampire: The Masquerade as everyone complaining that D&D mechanics are terrible.
@josephskiles
@josephskiles Год назад
I haven't kept up with it's rules since the 90's , is it much different now MR. Satanis?
@josephskiles
@josephskiles Год назад
Also I think he confused Vampire: world of darkness with VTM correct? He was talking about the TTRPG and not the LARP I assume and V,WOD was the tabletop while VTM was the LARP if I'm not mistaken
@RPGPundit
@RPGPundit Год назад
I'm not, because in VtM the rules explicitly aren't set up to do what they literally claim to do. Both in the game sense of how having 5 dots in some skill is supposed to let you do certain things that you could never actually do just by rolling the dice, and the meta sense that Storyteller system is supposed to be about the GM creating a grand story, and the rules actually actively get in his way of doing that (of course, I wouldn't WANT to be in a game that's just the GM telling me a story, but that's what VtM ADVERTISED itself as doing).
@VengerSatanis
@VengerSatanis Год назад
@Kasimir Urbanski - RPGPundit I see what you're saying, but your own "D&D is good design because of its longevity" argument then breaks down. Maybe the design philosophy is too foreign for you to get Vampire's popularity. It's holistically schizophrenic on purpose.
@EffeSchmidlin
@EffeSchmidlin 24 дня назад
@@RPGPundit VtM sold itself in an idea that PbtA is the best at achieving, creating a great, fast paced story with meaningful choices and powerful drama. And it can only do that because PbtA abdicates of the centralized power at it's core.
@mr.selfdestruct7928
@mr.selfdestruct7928 5 месяцев назад
nope, this completely ignores the fact that hasbro and wotc consistently monopolize the ttrpg industry so dnd ends up being the only thing most people know when they are going to have their first ttrpg experiences and then they tie the good memories of those first experiences to the dnd brand and not to ttrpgs in general, so they simply don't give other systems a chance (at maximum, they'll give a chance to systems somehow linked to dnd) and this creates this environment where even if I want to play another system, it would alway be way harder to find people that I enjoy playing with to play it with me (and yeah, noobs in the hobbie will have fun playing dnd in the first place not because dnd is particularly well designed but because, even if poorly designed, an ttrpg is fun because the concept of what a ttrpg is per se is fun in itself, specially when you are playing with friends)
@CthonicSoulChicken
@CthonicSoulChicken Год назад
People like rules. They'd rather have more than less. People NEED structure, and the less a person has to come up with themselves, the better. Now those rules have to make sense, and they need to be reasonably balanced, and that's not everybody--but it's most. People love imagination, but somebody else's is almost always better. Again--for most.
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@VengerSatanis
@VengerSatanis Год назад
Personally, I don't design for the majority who need lots of structure, rules, hand-holding, etc. But for publishers interested in maximum popularity, that's probably the way to go.
@DoctorEviloply
@DoctorEviloply Год назад
Personally I don't think earlier versions of DnD are badly designed. I think BECMI/B/X is actually quite elegant and tightly designed. Hence why a lot of OSR stuff uses it as a base. But I do think when you look at later editions of DnD you start to see bad design decisions creep in for the sake of marketing and developer agendas (not necessarily political ones) like in 3e when the designers thought every last action needed to be represented mechanically with dice rolls, or 4E desperately wanting to be a video game way more than a TTRPG. Even WotC themselves acknowledged this with the creation of 5E which was "meant" to be inspired by the simplicity of B/X but got bloated due to Wizards desire to sell huge amounts of splatbooks. But the core root of the issue is that WotC did not and still don't understand the core design of TTRPGs. And that is the root cause of bad game design.
@nosotrosloslobosestamosreg4115
Add salt to the injury when WotC was made part of Hasbro, and Hasbro needing to sell miniatures to D&D players, thus making the game needing miniatures, grids and all kind of prompts nowadays or getting in to quarrels about distances, area effects, and the like.
@VengerSatanis
@VengerSatanis Год назад
Because great game design means you only ever need a few dozen pages of rules and that's it... forever! No need for additional books, just kickass scenarios.
@nosotrosloslobosestamosreg4115
@@VengerSatanis I think you'd really love "This is a Fuckin' D&D" OSR. Just TWO pages.
@DoctorEviloply
@DoctorEviloply Год назад
@@VengerSatanis I agree. That's why my own books that I will be publishing soon will be very light. Hopefully under ten pages. Personally I hate giant rulebooks with loads of rules. Especially when the rules are at the back of several novels worth of badly written short stories and lore.
@RPGPundit
@RPGPundit Год назад
Ironically most editions of D&D have poorer design choices, based on the same erroneous assumptions I was talking about in this video, than OG D&D.
@autisticallyaccurate
@autisticallyaccurate Год назад
Bravo, Well Done On Exceeding 7000 Subscribers!
@RPGPundit
@RPGPundit Год назад
That was a while back. I'm guessing you missed my 7K subscriber livestream; you can still watch it! But thanks.
@autisticallyaccurate
@autisticallyaccurate Год назад
Apologies, I confused myself, I was remembering a different channel almost to 7000. Somehow I saved the memory in the wrong file in my mind.
@Rajaat99
@Rajaat99 Год назад
I am and old school gamer and I am running a Lion & Dragon game for some teenagers and they are loving it. #LnD
@RPGPundit
@RPGPundit Год назад
AWESOME! I'm so glad you and they are enjoying it. Send them my regards.
@EmptyKingdoms
@EmptyKingdoms 4 месяца назад
It's marketing, not game design. But the older editions were far better from the design perspective. Simpler games make for better games, since human's have a finite (and quite small) working memory.
@mart8675309
@mart8675309 Месяц назад
D&D is the most successful RPG not because of its design but because it came first, and for most people all rpgs are D&D, they have the brand recognition and the history. Your group have played D&D for years, decades and persuading them to play something else is hard work. That said, I think a better way to understand good design might be to look at the top 5 or 10 RPGs. That would include Call of Cuthulu, World of Darkness, Pathfinder, Blades in the Dark, Star Wars, Warhammer, Savage Worlds, Masks (or some PBTA game), Shadowrun. Now we are looking at games that don't use classes, don't use Vancian magic, don't randomize stats and so on. This doesn't disprove your main point, that it is a mistake to discount the things you dislike in D&D as bad design because clearly others do like those things but I think it gives a better picture of what makes a good RPG.
@Kniraven
@Kniraven 10 месяцев назад
This is an excellent video. Kudos. I'm commenting purely because I think you deserve engagement.
@RPGPundit
@RPGPundit 10 месяцев назад
I appreciate that!
@2ndai385
@2ndai385 7 месяцев назад
I just wanna make board games that inject pain and suffering in a good way.
@2ndai385
@2ndai385 7 месяцев назад
Tbh it’s good enough game design that had a concept with staying power. Staying power is what’s important and a concept to build on and refine at the bare minimum.
@climbingthatmountain6968
@climbingthatmountain6968 Год назад
Among the long list of settings and scenarios that the D&D game mechanics supposedly didn't work for was anything related to the superhero genre. Now, the most common complaint is that 5e is bad for D&D because it has become the most successful superhero game. Nothing is perfect, but there is no setting or scenario where D&D as a game doesn't work to run the game. The people complaining about the design of D&D are bad gamers, bad designers, and bad DMs. There does seem to be an inverse relationship between creative ability and the tendency to vocalize and promote one's opinion, present company excluded as always. Those who can't do, teach, and those who can't teach make long commentaries on the flaws of successful rpg systems
@EffeSchmidlin
@EffeSchmidlin 24 дня назад
D&D has some good design in it, of course, but it's a game that is so generalist that doesn't do any of it's parts in the best way, because it can't if they want it to have a huge audience. Everyone has mild fun with it, but not the most fun they can have, and the huge community is a positive of the design, socialization for a bunch of weird nerds is really an important thing, having a common language is good. People will select the best memories and tell the best tales, because that's how the brain works, but most of it is convoluted and slow, and not much happens. Also, you can't leave out the fact that it was the first RPG, and historical contingency has very much to do with it's popularity. It's a billionaire endeavor, there is much marketing behind it. It's a good game to unite many kinds of rpg players, tho. A PbtA player and a Pathfinder player will be able to express themselves and their playstyle in the same table. Not in the best, optimized way, but will be able to play together. And that's a good thing. It's awesome for people starting rpgs to understand their playstyle, and migrate to the communities that are most interesting to them. Or not. And also play with people that don't want to do the same kind of thing they want to do. The problem is to insist that it is the only good game because of commodity fetishism (which is rampant in D&D, with so many books, and minis, and maps, and...), or to defend that it's design remains stagnant because of the 'good old bigoted days'. D&D needs to react to the critique caused by the design of other, bolder designed games, so that the art keeps progressing. It's complicated, tho. In terms of game design, it seems to be getting to a limit on it's development. There isn't anything fundamentally new in what Wizard's is releasing recently. Just adjustments to old stuff.
@BobMcDowell
@BobMcDowell Год назад
At some level we should be rejecting the premise that D&D is actually one game. Gygax and Arneson assembled it by taking the subsystems from the wargaming rules they liked, whose success had already been proven in that market. It's a fusion.
@RPGPundit
@RPGPundit Год назад
Fusion is often a big factor in the success of all kinds of things in the real world.
@zombiemouse
@zombiemouse 7 месяцев назад
Hearing the points made at 19:55 is such a breath of fresh air for me. I couldn't agree more.
@RPGPundit
@RPGPundit 7 месяцев назад
Thanks. Spread the word, share the video!
@stevenmike1878
@stevenmike1878 4 месяца назад
ive been making my own osr to combine most of 0d&d with adnd bx and becmi. while using the chainmail rules and updating it with some modern concepts. ive noticed is a good a balence between ideas makes for a fun game. for one example there is the two ideas of the game being run by rigid rules and roiling dice and the other idea of you must describe your actions with barely any rolls made. both have there benefits but both definitely have major cons. having a player say they check the desk for the dm to ask the player to make a roll and since they failed the roll they don't see the big red button that says "push me for secret entrance" even tho the player detail searched the right object in the room. while the describe every action can become like a text adventure where you are poking every inch of the room with a stick for the answer, for it to be some crazy obscure set of actions no one would think to ever describe. i found having a simple rigid set of rules as a foundation while having the players who describe there action hold superior. so if a player enters a room sees a chest, do i see traps ... no well i still act cautious, turns out it was a trap they avoided it. or they search the room make bad rolls they see anything. well i check behind the painting.. they see a big red button. or they say that they search book shelf. they find a book that is a lever ... no rolls needed. reward the players for being smart, they found the thing they don't need to roll. or a cleric cant climb walls but they use there steel spikes anchoring them in the wall and fastening rope to slowly climb the wall with tools and gear, climbing out of a pit trap. sure a thief can climb walls with no gear and bare handed but if the players describe how they do something they should be allowed to do it.
@lordslaar4808
@lordslaar4808 Год назад
I remember the Vampire RPG coming out and they called their system "Storyteller" but that was just marketing. It had nothing in common with what we now call story games, storyteller games, or narrativist games. It was just an RPG with serious mechanical weaknesses in the 1E I played alongside thematic strengths and an intriguing concept that hit at exactly the right time to sell well.
@RPGPundit
@RPGPundit Год назад
That is generally correct. And in fact was one of the great criticisms that the Forge made. The problem was that the Forge's own games were even less playable, and they got almost every lesson about RPGs wrong. The things they said were bad (immersion, and emulation) were in fact the core purpose of RPG play, and their design concept meant to "fix" RPGs (by creating "coherent" games) was in fact a formula for making less playable games. Games that are "incoherent" in the sense the Forge meant, that is games that different people can want to play for different reasons, is a key factor of good design.
@lordslaar4808
@lordslaar4808 Год назад
@@RPGPundit That is not what I recall. Firstly' there is no monolithic "they." In fact, a major complaint people had was the community was a bunch of people arguing in circles without reaching agreement. Next, The man running the Forge website closed down the threads and archive them because they had accomplished about as much as they could theoretically. Next, he lamented not calling simulation "emulation" because that was precisely one of the 3 key things to design towards. I remember precisely what "incoherent" meant in terms of the Forge and it was not remotely about different games to be playable by different people. Incoherent meant a game that did not focus design toward a primary and secondary choice among "gamist' narrativist, or simulationist," or for some purists just one of them. I have nothing at all against designers targeting that. I have to say I have played with many players and thee discussions allowed me to finally see why some people who are compatible as friends are not compatible as gamers. In fact, I would argue the degree to which you loathe story games (aka narrativist) means you focus on a gamist-simulationist mix with one primary and the other secondary. Playability vs realism is a completely different axis. You actually take a very strong stance in a placement completely not unlike where bunches of Forge theory would have said was fine to design towards.
@RPGPundit
@RPGPundit Год назад
Professor Batpenis shut down the Forge because it was obvious his ideas were a failure and I had publicly humiliated him. They accomplished nothing. And saying that "incoherent" means a game needs to focus between "gamist, narrativist or simulationist" (the bullshit arbitrary categories that they pulled out of their pseudo-intellectual asses) is EXACTLY saying that a game that tries to do all three is "incoherent". That's what they claimed about D&D. The theory demanded that a game be only ONE of those three categories, and that this would make it Coherent, and it would be the greatest RPG ever made. Except they were all unplayable dreck. The Forge spent years attacking regular gamers, and invading those spaces, and using Focaultian techniques to try to FORCE all gaming forums to use their made-up terms so they could control all discourse, and they ended up producing NOTHING of value. They were all losers. 4e, which was written by people who believed the GNS Bullshit and set out to make D&D into the "pure gamist" game they thought it was meant to be, was the greatest failure of any D&D edition ever. So much so that Mike Mearls came to me, the direct opposite and Arch-enemy of Forge Theory, to make 5e, which used the exact opposite of everything the Forge claimed was 'good design', and became WotC's most successful edition ever.
@lordslaar4808
@lordslaar4808 Год назад
@@RPGPundit The point of "incoherence" was for a game not to try to be all things to all gamers, with "one game to rule them all," an extremely relevant notion in the d20 bubble era of the 2000s. It is useful to tell people they can be hockey or figure skating but not try to be both. Do you want objective measures of success (puck in net with ref) or subjective judged ones with guidelines (best ice dance routine as sen by a panel of judges)? Do you want 1 xp per gold piece or roleplaying and story contribution and cooperation awards? I personaly think those choices should be based on what the genre, theme, feel and so on are. I think it is actually very good to debate design goal coherence (aka purist focus vs throwing everything in the pot). I felt GURPS could do any background but it all tasted like GURPS. I found AD&D2E when it came out to be bland, tasteless oatmeal. I found RIFTS to be an incoherent mess, but not in the way the Forge meant it.
@David-lb3tp
@David-lb3tp Год назад
D&D, in terms of design, is just a decades long example of Chesterton's Fence.
@RPGPundit
@RPGPundit Год назад
Quite right. Spread the word, share the video!
@Pistonrager
@Pistonrager 3 месяца назад
The argument that D&D must be well designed because its popular and many people play it and its 50 years old.... are all logical fallacies. I'm a third into this video and there's no sign of what "good design" means. Good design means it came out in the 70's and was basically the only product? 50 years is a long time D&D isn't the same over the whole period. So is it all good design? Which editions? Were some better designed than others? What is even the metric for describing better design? Popularity isn't design. How did that even make it on the list?
@Pistonrager
@Pistonrager 3 месяца назад
Find a mechanic, to balance rules and abstraction. Do you script you videos?
@Pistonrager
@Pistonrager 3 месяца назад
So the biggest mistake, is... not being like D&D? Could really use some design advice that isn't just changing my homework a little so the teacher doesn't notice i copied.
@RPGPundit
@RPGPundit 3 месяца назад
The OSR is the most popular design movement in RPGs around, and the most popular there ever was. And it is based on D&D. When you are given a box to paint it, it doesn't "limit your boundless genius", it gives you a framework where you can apply your innovation while still having a proven playable structure. That's why my newest RPG was the bestselling game on DTRPG for days now.
@Pistonrager
@Pistonrager 3 месяца назад
​@RPGPundit grats I guess, was hoping for something more substantive about design than just "make something thats close enough to be indistinguishable" I'm all for 3rd party supplements, I've done a fair amount of homebrew over the years. The problem really is that you didn't address how D&D was "well designed" you just insisted it was. To bring my argument to bare for a moment. I would say that D&D is so popular and long lasting because it's well supported(it's design quality fluctuates wildly). It wasn't just released and left to the void. They made newer clearer versions of the rules, then they started making supplements for specific things. Monsters,Settings, and class options. Then rules were revised and the process started over and over to make a better more playable more consumable game, and less an "adventure" abstraction over wargaming rules.
@jerryharris6342
@jerryharris6342 Год назад
D&D was a good game because it could be played in a variety of different ways, which is essential for a successful TTRPG. You could play it "wrong," by some peoples' standards and still have a good game. Min/Max'ing is "wrong," but the rules are right there for it.
@RPGPundit
@RPGPundit Год назад
Yes. Spread the word, share the video!
@satturnine7320
@satturnine7320 Год назад
I like the AD&D 1E magic system although I think it could have been explained better It’s all about the physical environment and timing which gives spell casters options as it pertains to the enemy Pg 65 DMG is about weaponless and below average intelligence creatures while the ruling on pg 66 is for weapon wielding creatures This causes the spell caster to have to gauge their enemy during combat I also like the AC adjustments too
@jesusperez-os8nd
@jesusperez-os8nd Год назад
Every single thing in DMG could have been explained better. Or at least not so terribly
@dmcdraws
@dmcdraws Год назад
I've heard you say ICONS is your favorite superhero RPG system. I'd love to see a video about your thoughts on the game, highlights of your campaign, that kind of thing!
@conniebailey8898
@conniebailey8898 15 дней назад
I think that arguing that dnd has been played for 50+ years because it’s “good game design” is straight up incorrect. Dnd has more financial backing than any other rpg and it’s been pushed to the forefront of the market by essentially advertising itself as the only rpg that EXISTS. You ask any person off the street what ttrpgs they know about and 99% of them either aren’t going to know what they are OR they’ll only know about dungeons and dragons. People haven’t been playing dnd for decades because it’s a well designed game, they’re playing it because it’s literally the only one that they know about.
@LittleIAO
@LittleIAO Год назад
Just received my physical copies of Cults of Chaos, Star Adventurer, and the Gonzo Fantasy Companion! So good! Can't wait to use them soon.
@RPGPundit
@RPGPundit Год назад
Awesome! Thank you very much!
@max4750
@max4750 11 месяцев назад
You bring up the randomness part of OS and that might be something players you’ve encountered preferred. However in like 6-7 years of gaming I’ve never seen a group roll for stats. Either point buy or standard array. In fact I’ve seen the opinion that rolling for things like stats actually kill the entire motivation for players. Playing a terrible character in comparison to your friends isn’t seen as a challenge it’s seen as a misfortune. To an extent I agree that randomness helps some people but I’ve seen newer generation of players (myself included) rail against randomness. We already roll for everything in this game character creation should at least be consistent
@RPGPundit
@RPGPundit 11 месяцев назад
To get the appeal of this you just have to try it; obliging yourself to play something you didn't plan yourself, and to try to do well with what you get, is hugely rewarding.
@nathanculver9252
@nathanculver9252 4 месяца назад
D&D is well designed for playability and onboarding. It is so successful mainly for those two key points. One game can't do everything to great effect. Every game has some weak points to it. D&D is no exception. Players who want more crunch instead choose Pathfinder. But Pathfinder lacks in onboarding and to some extent playability too.
@RPGPundit
@RPGPundit 4 месяца назад
Yes, you get this in a lot of games, where the attempt to have more florid combat or combat with more options (or "realism") slows down the rate of play in combat considerably. One of the few skillful exceptions I've seen is in DCC, where Warriors have "mighty deeds", letting them do a regular attack but with some kind of special maneuver attempt every single round, all set up without requiring complex feat-lists or significant time delay. Spread the word, share the video!
@Wiseblood2012
@Wiseblood2012 Год назад
I have listened twice and I think good game design could be codified. Here is my attempt at bullet points. 1 playability 2 accessibility 3 style 4 vision 5 relatability 6 interpretability
@RPGPundit
@RPGPundit Год назад
Hmm. I'll have to think about these. But you're probably on the right track for sure. The main thing is that stupid Theory ideas are never even part of the equation of good design. The Forge was completely useless because one of their founding principles was "D&D is an INCOHERENT game". Well, turns out that being 'incoherent' as they understood it (meaning that it tries to do different things for different people all at once) is not only not a disadvantage but almost certainly a PILLAR of good game design.
@thethan302
@thethan302 Год назад
i think a key component pundit is missing about game mechanics is that they need to be fun. fun mechanics lead to a fun game system. it almost doesn't matter how clunky and unwieldy or polished and streamlined game you have; if the mechanics that make up that game are not fun to use; then people simply won't play it. DnD has historically had a really fun system which makes the game itself really fun. That's the primary reason we all keep going back to it. Now different strokes are certainly for different folks, and if you find a particular system unfun, then you'll have to find a system that is fun to you. that doesn't nessasarrily make a system bad (although there are certainly bad systems out there); it simply means that you don't like that particular system.
@RPGPundit
@RPGPundit Год назад
Playability and Fun are usually tied together. I suppose you could make a playable game that is not fun, or not as fun for most people, so less people would play it. You could also in theory make a fun game that is not really playable, but then it would not be played for very long. But in fact my whole point in the video is to say that what many people think is "bad design" in D&D because of "clunky" mechanics are not in fact bad design, because having "polished" or "streamlined" mechanics are actually not one of the essentials for playability.
@thethan302
@thethan302 Год назад
​@@RPGPundit Oh I totally agree. I experienced the phenomenon of a playable game that was not fun (for me at least) when I first tried out Call of Cthulhu. On paper I thought I liked it. But when I actually sat down and played it I ended up hating the system; not because of anything mechanically wrong with it. I just didn’t enjoy using it. Though I love the setting and all the trappings that go along with it; the system kind of ruined the game experience for me. (dunno, maybe i just like the idea of playing COC instead of actually playing it). But yeah, alot of people cry about how bad the “Vancian” magic system is. But really what they don’t like about it is a feature; not a bug. With the Vancian system, you have to choose your spells ahead of time (I once had someone argue against me on that… yes it caused a headache), and only out of what spells you have available. This forces you to actually have to choose what magic you have at the ready beforehand. Smart use of scrying can mitigate this but still it means you can’t always have the perfect spell for every encounter. Yes, sometimes you may guess right, or infer correctly from what the Dm tells you that you might want to prepare X,Y,Z spells. Having your cake and eating it too all the time is really unhealthy for you after all. Having limited access to spell casting also forces casters to work as part of a team, otherwise there’s no reason for the other classes to exist when playing a caster has no drawbacks. Yes other classes have plenty of drawbacks (such as not having magic at all). Also it forces players to become better when they have to start calculating how long they can go with what magic they have. The vancian magic system causes players to actually think about their magic in mechanical and strategic ways that other systems simply don’t allow for making a player better at the game.
@iratevagabond204
@iratevagabond204 Год назад
Idk. . . D&D has mass appeal, like Marvel movies, because it's a heroic power-fantasy. Just because something is successful or mainstream doesn't mean it's necessarily "good" or "quality". McDonalds is very successful, but it's not good. D&D is a jack of all trades, master of none system. It doesn't do anything "well", but they're simple and abstract systems that let people create heroes to play out power-fantasies. I also think the mass appeal has to do with Hasbro's acquisition of WoTC. There was a lot of money put behind having D&D and MtG be successful, and they're currently trying to find any way possible to get more money from the consumers. It's just a hard market to find success in, I think.
@RPGPundit
@RPGPundit Год назад
Marvel movies discovered a formula, that ended up being incredibly successful, because they were good at what they were meant to do: entertain. Of course, there were some people, elitists, who felt it was "bad design", and needed to be changed into propaganda instead. They listened to Critical Theory, which claimed that if you made Diversity, Representation, and Woke Politics the core of the product it would bring much greater success because "marginalized people" would watch it in droves. But this theory was based on the idea that Marvel movies were bad design, and evil, and so now that Marvel made these changes their movies have done worse. D&D is not exactly a "jack of trades" system, but it has within it a set of concepts of design that can be adapted into working with a wide variety of genres and game-design goals to make a successful game. If you instead think that D&D is just bad design, you will miss those points, and if the game you create intentionally avoids those points, you will end up making a bad game.
@iratevagabond204
@iratevagabond204 Год назад
@@RPGPundit I think D&D has good design for what it's designed to do - it's the popcorn flick of TTRPGs. Doesn't do any pillars of gameplay justice, but gets enough right that it ticks as many boxes as possible for as many people as possible, probably because Hasbro/WoTC want a highly monetizable lifestyle brand. It has that action movie vibe, with the characters of heroic ability that allows the consumer to vicariously play out a power-fantasy.
@Steiveplays
@Steiveplays 8 месяцев назад
@RPGPundit oh you're a "GO WOKE, GO BROKE" chud aren't you? I hope you get kicked out of the TTRPG space.
@CirKhan
@CirKhan 8 месяцев назад
1. There is no good or bad design systems objectively speaking (there are better written, or at least complete rules, but thats another matter), there are rules which are better at simulating what they want. Just like cars, no system is a universal vehicle. Some are better at one, others at another thing. Hasbro hubris was that they pushed D&D as The Game, one size to to rule them all, and in this regard it fails miserably, but it's doctrinal issue, not a comment on basic design itself. Up until 3.edition D&D wasn't really "designed"-it grew organically by adding various stuff along the way, 3.edition was the first one that was properly designed. And it was mediocre design, no better or worse then dozen other game systems out there at the time. Fourth edition was very successful from a design standpoint, it was well rounded, sleek, it was good at what it was trying to simulate. It just failed miserably because what it was trying to achieve was so disconnected with fundamental understanding of what vast majority of players wanted from TTRPG experience (same thing happened with Warhammer 3. edition), but again it was conceptual, not design blunder. Fifth edition was fine in what it wanted to achieve, but again, nothing fundamentally groundbreaking (which was the whole point). 2. Commercial success of some system is not a measure of a good mechanical design. 4e DnD is a good case point. I don't know a single person who ever took to playing some TTRPG system just, or primarily because of it's game design. Various other considerations are much more important, different ones for different people of course, but in my experience even when folks declare love of particular mechanics, it is usually because it is one of the handful (or the only one) they actually encountered. This is a case with many of the newer DnD crowd. They simply have no reference system. Commercial success comes from various other factors, like marketing and distribution, which naturally favor corporations like Hasbro over small time and self publishers, irrespective of a mechanical merits. Curiously, while you use DnD commercial success as a proof of fundamentally good game design, you denigrate White Wolf, although it achieved resounding commercial success itself, being a second largest publisher back in the nineties, giving Hasbro run for it's money, and is still around to this day in a form that is less different to it's original than 5e DnD is to it's original ones. Considering that it's a smaller venture than Hasbro, it's obviously doing something right, and while as I stated don't think that 90% of the people care all that much about the mechanics, by your measurement it is a bad game, which millions of players would find surprising to hear. Also, "Looking up to DnD when designing your own games" in itself is a terrible advice. DnD does what it does, for arguments sake lets say it does it well, but other games that are not DnD are different cases. Elements of DnD game design might fit well into certain games-say your own Arrows of Indra, while they might be just godawful-again say your own Invisible College. The whole point of game design is to have a vision of what do you want to achieve, and then articulating a mechanical way to do so. This is how engineering works. One size does not fits all, and system mechanics are but a tool, not an end in itself.
@dragonthumbs7727
@dragonthumbs7727 Год назад
My favourite game system (champions) uses point buy. However I prefer rolling stats whenever possible
@RockOfLions
@RockOfLions Месяц назад
I do think that several aspects of DnD are badly designed. Classes, levels, alignments, gold for advancement, using squares for tactical movement, random character generation, armor class, Vancian magic are a few. That doesn't mean they make the game unplayable but they make it a poor game for playing roles and characters. Many of the things that players like more in later editions are borrowed begin other systems that are better for playing roles and characters. I would say that Call of Cthulu is an example of better design. Despite it being mechanic's heavy, the Hero System is also a better toolkit system. Both of these are better for playing roles and characters. But DnD is fine as a game in that players can enjoy playing it for hours. DnD was largely successful in using marketing followed by good cashflow to produce large product lines. "I like this system so it's better" is not much of an argument for good design.
@josephskiles
@josephskiles Год назад
This was one of the topics i was asking about during your last live stream but i don't think i worded it the best when i asked how you took cool ideas and made them technically work in gaming. Unfortunately im not as eloquent with my words as you but I've always been extremely interested in this aspect of artist like yourselves creative process.
@RPGPundit
@RPGPundit Год назад
As am I.
@coureurdesbois6754
@coureurdesbois6754 10 месяцев назад
Making things overly complicated and "Realistic" or "Fair" is also a trap. I tell a lot of less experienced designers that what they think is more realistic or more fair doesn't mean that it is more fun. Remember : We design games, and the goal of a game is to be fun. It can be both fun and realistic, and fun and fair or all three of them, but a game being fun does not hinge on being either of those things.
@antytrend
@antytrend 6 месяцев назад
I believe GNS theory is accurate and useful. I think people miss the fact that Dnd works just fine with the theory and that it defines types of players not how to build a game.
@RPGPundit
@RPGPundit 6 месяцев назад
Except that in practice the theory was always used to build (failed) games.
@solomani5959
@solomani5959 Год назад
Spot on. I don’t understand how someone can onbjevtivly say 5e (or 3e:3.5) are bad game design. Then the same people wonder why their gaming products don’t sell.,,
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@shallendor
@shallendor Год назад
D&D is popular because of the Satanic Panic! I preferred Palladium Fantasy because it had skills when i got int AD&D and Palladium Fantasy in 82!
@RPGPundit
@RPGPundit Год назад
Things like the 80s D&D fad (which was actually something that started happening before the Satanic Panic, but it is also true that the latter didn't hurt it as much as help it!) can explain why many people bought D&D, but it doesn't explain why they kept playing it.
@roylecomte4606
@roylecomte4606 Год назад
Super realistic Chivalry ans Sorcory
@steelmongoose4956
@steelmongoose4956 Год назад
I remember those heady days at The Forge. I loved sone of the ideas coming out of it, but then I noticed that people were stopping at the idea instead of incorporating them into actual games. They made the classic academic mistake of thinking that theory was reality (much like modern cultural Marxists). They believed that games were ideas. They failed to see how game rules should advance those ideas, so they started dispensing with rules.
@RPGPundit
@RPGPundit Год назад
They were basically TTRPG Hegelians, and it's not surprising that after the Forge collapsed many of the principle adherents of the Forge came back a couple of years later as the Wokists, who are the ttrpg Marxists (and almost certainly real marxists, for that matter).
@willcool713
@willcool713 6 месяцев назад
Imo, 5e is fully over-designed. And hey, just saying, but popularity and sales are not the criteria for good game theory or design. Your argument has a very basic logical fallacy. I'm neither an apologist nor particularly a detractor from D&D. It was first, and therefore it's most likely the most flawed. As a really solid rule of thumb, the first anything always has a big mistake, usually many. TSR's mistakes and missteps were legendary, and Wizards and Hasbro make them anew, because they don't really understand non-corporate thinking and creativity. D&D lost its soul some time ago, which makes it a failed RPG, imo. But there is lots there to mine for future use and compelling reasons to use much of it. But D&D went the way of over-design way, way back and is not so slowly suffocating itself. Your notion that it is good is largely based on its popular reputation, not any reasoning. I can list a lot of reasons, and a lot of reasons against, but you just said your preference, based on feelings, not an opinion, based in reason. Personally, I think good RPG design takes the lunkhead factor out of things. Nobody should have an advantage because they understand the rules better. That's a different kind of game, not an RPG. That's perennially been a problem with RPGs, the elitist factor. A good RPG should be as crunchy or as accessible as anyone could need, simultaneously. D&D has never been that, and personally I think D&D was always best played with people who brought their own imaginations and didn't need everything spelled out and explained all the time. Especially people who only needed the core rules and didn't buy into all the corporate gigaws, modules, figures, and special whatever to play. That's always been how the publishing houses took advantage of enthusiasm and noobs, getting them to spend money for things that detract from the openness of the environment. You have to pay people to set limits and give you rulesets? That's the fun part of gaming. But mostly people aren't really able to play D&D without those sorts of crutches, to feel invested and engaged. Immersive play is the goal, not posturing with stuff in this world -- that's also a different game. D&D is actually a bit too much for most people, asks too much, imo. Good game design eliminates the lunkhead factor and asks no more of the players than to use their imaginations. What's the line about general game design? It should be simple enough to fully describe the basics in a few sentances, but allow for a nearly infinite variety of play. And it's basic to game theory on the table top, the battlefield, or negotiations. D&D is NOT good game design -- it's elitist and never gets out of the way, and has fallen prey to both rules lawyering and gatekeeping by the publishers. Although for quite a while, it was the best RPG in the World. But that doesn't make it objectively good, only subjectively preferred by many, and for lots of reasons that have little to do with game theory and design.
@WinnipegKnightlyArts
@WinnipegKnightlyArts Год назад
Even writing software, you don't start with a perfect series of formulas, you literally have to make it, test it, and iterate. I don't especially like dnd 3.5e onward, I feel like it actually has too much 'computer gamey' aspects to it, tries to codify too much, and results in frustrating the things that tabletop does really well.
@cobinizor
@cobinizor Год назад
So, random rolling of stats is simulationist while point buy is gamist?
@RPGPundit
@RPGPundit Год назад
No. GNS is nonsense.
@antytrend
@antytrend 6 месяцев назад
One of my favorite parts of the game, at least a wargame or an RPG, is learning new rules all the time if it’s too concise and too easy to learn, I’m going to lose interest
@lordslaar4808
@lordslaar4808 Год назад
I enjoy your videos but you do tend to badly straw man the Forge people every time you mention them. Allow me to play Devil's advocate. A lot of games arose from that which were very successful by indie standards and even broke out a bit. You got the "Powered by the Apocalypse" based games from various publishers, including some games that sold well like Dungeon World. They are far from the worst selling games ever. They also used GNS theory as a new concept they developed and it had the virtue of inventing languages to enable extremely useful discussions. The original architect of this said he wished he had called simulationism (the S in GNS) "emulation." It is now too confused with realism. Toon is a highly simulationist RPG, as is Feng Shui, and neither of them is remotely realistic. It actually segues with the emulation you advocate for in your own design thoughts. Next, I recall D&D 3E coming out and the d20 system causing a massive glut choking out everything. I saw 3E had its merits but I did not feel it was one game to rule them all and great for everything. Quite the opposite, I am a worldbuilding GM and I have always found D&D makes that very hard. At the time, there was no OSR and modular D&D toolbox. 3E fans often took the attitude of Sauron and his minions with one ring to rule them all under one rigid master. I love worldbuilding and having a sandbox with plot threads so players can engage in immersive play and create emergent story through improv GMing. I found FATE killed that for me but D&D had too. True story games give the players shared authorship over the environment their characters inhabit and very old school immersive stuff does not. But I found in D&D I could only play D&D and the farther I got from the Forgotten Realms, the more it created work for me. I think the Forge community could be pretty toxic in parts but it just reminds me of your video (something about how D&D is not toxic just its community). My one interaction with Ron Edwards, inventor of GNS was unpleasant in my opinion, but he created a thriving community and launched a lot at a time when the atmosphere was stifling and creativity was extremely restricted. I do not feel the games that came out of that were any more likely to be crappy than the games I recall coming out from 1974 to 1999. They were not all for one offs or short lived games at all and since D&D campaigns reputedly last only several sessions anyway, you could now say the same of RPGs in general. You are a D&D chauvinist (in the old meaning of that term) and as much of a D&D purist as elements of the Forge were for their stuff. I played hundreds of hours of AD&D1E after starting on Moldvay in 1982. It was mechanically poor from being cobbled together from gradual expansion and reinvention. AD&D2E was a huge mechanical improvement, albeit one tat felt bland and lost the essence of what was there. D&D3E was a radical redesign. D&D reminds me of Microsoft Windows and being stuck building on increasingly old and leaky computer code. The Forge was like Linux. I also think it is a mistake to conflate "good" and "popular." If you want to call something good you need to have clearly defined goals. I think the Forge games tended to have extremely defined goals and often met them. I think D&D does still want to be "the game" a bit and it is not that. I think the Forge contributed a lot and you should not be so quick to conflate "you do not like it" with "bad." As a game designer with multiple bestsellers on DriveThru, although not to your level, I think fostering massive brainstorming is always wonderful.
@RPGPundit
@RPGPundit Год назад
"powered by the apocalypse" was not nearly as successful as it pretends to be, and only got a boost eventually when Mr. Robo-rape wrote Dungeonworld, which actually violated a lot of the concepts of Storygaming; it was ironic, because for years the Forge clowns were making non-RPGs and claiming "these are RPGs", and the most successful thing any of them ever made was an RPG that was pretending desperately to be a Storygame.
@lordslaar4808
@lordslaar4808 Год назад
@@RPGPundit Calling people "Mr Robo Rape" is really pointless. You are more than capable of making an argument. Adam Koebel REALLY failed to read the room at his table and it bit him in the butt. That said, since they are the type of gamers to use safety tools, they probably had X cards and things and nobody used them but they then crucified him afterwards. Very disrespectful. Nonetheless, these people call you, Grim Jim, and your inappropriate characters stupid, unfair names too and it does not help make a point. PbtA inspired a wide variety of indie publishers and being a lingua franca in a valid niche in RPGs is an achievement. That said, I think Dungeon World was meant to be evocative of old school D&D while playing in the way the authors enjoyed. I do not think it violated anything by failing to live up to the image of story gaming you painted. I would have to go look at it to dissect what it did but I think it is actually focussed enough in GNS terms to not be incoherent as they defined it. That said, Adam Koebel and Sage LaTorra are not Ron Edwards, not the most obnoxious people active on the Forge 20 years ago, and not designing in the early 3E era. Frankly, I believe I would draw tho line with story games in terms of allowing players lots of authorship over the world. DW I am sure does that a lot more than you would get in RuneQuest, D&D, etc. Frankly, I think AD&D1E codifies D&D for convention play and is already killing the rulings over rules of OD&D and Moldvay etc. I could probably argue AD&D 1E is not properly OSR as it lacks many of the defining virtues people point to when defining the OSR. But the OSR now has voices demanding innovation over retroclones and has evolved just as story games did and as D&D did. I would say the early days D&D I remember was a hotbed of constant innovation, experimentation, brainstorming, and fierce ideological arguments, including calls for purist play.
@RPGPundit
@RPGPundit Год назад
Innovation is the heart of the OSR. Which makes it much more old-school than certain other movements that seek to only enshrine and worship some weird Ur-ideal of D&D. Because the real old-school era was all about making interesting variations.
@lordslaar4808
@lordslaar4808 Год назад
@@RPGPundit That should be the point. That is what got us to having many hundreds of RPGs. The 70s alone has quite a few notable departures from D&D. Tunnels & Trolls, the second ever RPG, came out just months later and used only D6 and had armour that reduced damage. RuneQuest, just 4 years after D&D, had that armour, plus it was not level and class based, had skills, and had a pretty unified machanic. Then Traveller, Villains & Vigilantes exploded in among many genres and they were not even the first sci fi or supers rpgs. In fact, this spirit is what created every game in the hobby. The Forge you dislike so much totally had this attitude in the stifling atmosphere of early D20 at a time that was needed. There were no "fantasy heartbreakers" created from house ruled D&D warmed over in there. See if most people prefer Fantasy Wargaming, High Fantasy, Powers & Perils, or Swordbearer over the more acclaimed Forge stuff or Dungeon World when they read them and play them. I bet you they won't. See what they consider the worst games ever and if goo and bad and a lot of mediocrity is just peppered through every decade, genre, and style.
@cd7140
@cd7140 4 месяца назад
The current edition d&d has such a burdened system, it interrupts the flow of role playing. It is mostly a detailed, highly crunchy tabletop miniatures rules system with RPG added in. A good RPG system should be detailed enough to function (well-made core rules) and let the story/RPG part of the game play out.
@RPGPundit
@RPGPundit 4 месяца назад
A good RPG system would know that the roleplay is the part that doesn't require rules, and story is just an after-effect of play.
@autisticallyaccurate
@autisticallyaccurate Год назад
An Excellent Interesting Video! Wonderfully Accurate & Nuanced!
@FMD-FullMetalDragon
@FMD-FullMetalDragon Год назад
Dude, what made D&D the most popular American rpg has nothing at all to do with it's game design and everything to do with it's name recognition. The game didn't become successful until 1979 and it wasn't because of it's game. It took a news media blast about a missing kid and some stupid investigators that jumped to the conclusion that this kid disappeared because he played this mysterious and weird game called D&D. Do your actual research into it's history. You also fail to consider that ever since D&D, here in America, is ALWAYS the first rpg pushed onto new roleplayers coming into the hobby. It's the first pushed by store clerks, by other gamers, and so on. It's why today that here in the Americas the term D&D is synonymous with TRPG to a lot of people. And there is a huge tribalism affect as well. People are socially orientated and very tribalistic. There is a tribalism with a lot of people to stick with the game that's socially perceived to be THE GAME TO PLAY. To be part of the crowd. Even amongst all the nerdy weirdos that play RPGs this exists and D&D, here in America, is that game. The very last thing that has made D&D popular is it's game design. IF the game was "that good" then there wouldn't have been so many other, new RPGs made. The response by game designers in the 70s and 80s were responses by people who started playing D&D and felt like they had to house rule the shit out of it that they made new RPGs out of all the flaws they saw in D&D. Popularity Does Not Equate to Good Game Design. There are many other reasons why something becomes popular. All of this was a long, drawn out video of you trying to justify why the OSR is the 'Almighty Be All, End Alll this is the best designed ever kind of game' to make games with.
@andynonimuss6298
@andynonimuss6298 Год назад
Name recognition - Agreed! People and independent game designers really underestimate the raw power of money and marketing.
@VengerSatanis
@VengerSatanis Год назад
Lol. Need more copium, hoss?
@stoneworkmegapup215
@stoneworkmegapup215 Год назад
"It took a news media blast about a missing kid and some stupid investigators that jumped to the conclusion that this kid disappeared because he played this mysterious and weird game called D&D." - That was precisely why I started to play D&D because the game then suddenly appeared in my local hardware store!
@RPGPundit
@RPGPundit Год назад
Name recognition would explain why people might BUY D&D. It wouldn't explain why people keep playing it. There's many other RPGs that were bought in huge numbers and are no longer played, or were never really played in any significant numbers. There's several $1 Million dollar kickstarters that will be on people's shelves but they'll never play, or play once and then give up; there's a few that are probably unplayable.
@charlessmith5465
@charlessmith5465 Год назад
​@@RPGPundit people in Japan keep playing Call of Cthulhu. Is it therefore also a good design?
@Dogofwarno7
@Dogofwarno7 11 месяцев назад
Tbf, I immensely enjoyed the first two editions of apocalypse world. had Stat block options instead of random rolls or point buy, used 2 6 sided die for all stuff. But a lot of your arguments make sense, since it and games like it seem to only be geared toward short sessions if not one shots. Longest game I ever played was 3 months.
@Fwibos
@Fwibos Год назад
"5 minutes to run a second of gun combat" Aces & Eights feels called out.
@RPGPundit
@RPGPundit Год назад
Well, ironically Aces & Eights is actually quite good at what it does, which is a non-cinematic western. If you want a western that is more like a western movie than real western gunfights, not so much.
@Fwibos
@Fwibos Год назад
@@RPGPundit I'm not sure I want to spend 5 minutes missing shots.
@GaryFurash
@GaryFurash Год назад
Aren't PBtA games relatively popular? That means they are well designed? Same with Blades in the Dark.
@RPGPundit
@RPGPundit Год назад
To certain degrees, yes.
@Mecawallace
@Mecawallace Год назад
Overall a good video but I disagree with a lot of what you've said here. I agree that DnD is a well designed game in every edition. But it's sales success is not what proves that. That's a testament to being first, name recognition, being in Barnes and Noble and such, and, most importantly, marketing. Also, a huge disagree from me that RPGs designed for one-shots arent real RPGs. Most of my favorite RPGs are made for one shots. Often those games are the easiest to role-play with because theyre so rules-light. "Dread" is just improv and jenga and it aids roleplaying more than any other system I've played.
@docsavage8640
@docsavage8640 Год назад
The biggest mistake in RPG design is using D&D mechanics for any and every game/setting.
@RPGPundit
@RPGPundit Год назад
Well, the point isn't to use D&D mechanics for absolutely everything, though the OSR proves that D&D core mechanics are incredibly versatile, but to understand the underlying ideas that make D&D a good design.
@trioofone8911
@trioofone8911 Год назад
Are you bribing Meatball to make her appear in your videos? Lol
@RPGPundit
@RPGPundit Год назад
No. I never make her do anything. She shows up or she doesn't. Spread the Meatball, share the video!
@anothercastle17
@anothercastle17 9 месяцев назад
I am now a formal member of the Shitlord Army
@RPGPundit
@RPGPundit 9 месяцев назад
Thank you! Spread the word, share the video!
@mattm4557
@mattm4557 Год назад
Pundit “Just because it’s popular doesn’t make it good”. Pundit then proceeds to say d&d is good because it’s popular. 🤦‍♂️ Level based d20 systems are poorly designed. That’s simply a fact. The game falls apart and slows to a grind after about level 10 because of excessive character options and HP bloat. Combat gets slower and less suspenseful the longer the game runs. That’s bad design. No system is perfect but to claim d&d is the best model is ridiculous. For a dungeon crawl game regarding ease of play, better character options, and more immersive suspenseful sessions The Fantasy Trip is superior to d&d in every way. It never became popular like d&d but a superior system by far. Call of Cthulhu (d100) is a better system for mystery and suspense. Vampire (or any WW d10 game) is a better system for social intrigue and gothic suspense. Mage (d10) is a better magic system. Zweihander (d100) is a better gritty dark fantasy system. Exalted (d10) is a better high fantasy anime style system. Traveller (2d6) is far superior to ANY sci-fi themed d20 game out there. My point is, Pundit please stop claiming your preferred system to games for is objectively the best. It’s truly not. Out of all the systems I’ve played over the last 30 years, d&d ranks one of the most generic and worst for long term campaigns. Even among d20 games- DCC is superior to 5e. D&d only remains the 800 ibs gorilla because folks don’t often try new systems in this rather niche hobby.
@RPGPundit
@RPGPundit Год назад
It being consistently played makes it by definition good design. You might think "checkers is not a good board game" but the fact that people have enjoyed playing it for centuries means that you're the one who's wrong. You're also wrong about the "game falls apart after level 10", because probably unlike many of the games you love, there are countless D&D campaigns that have gone on for 10+ YEARS and have been played through to Level 36. I know, I ran one. There are very few games that can maintain functionality at extremely advanced levels of play, and most point-buy games do much worse at that than D&D.
@mattm4557
@mattm4557 Год назад
@@RPGPundit that’s just false. Being played a lot or for many years does NOT make it good design. It just makes it popular, trendy, or a staple of culture. McDonald’s is one of the worst burgers you can get and yet it remains the most popular. A good business model and loyal fan base does not equate to best or even good products. Also, the exception does not make the rule. Just because you had a campaign last 36 levels doesn’t mean that’s common. Most d&d games last 6 sessions by WOTC own polls. Games lasting maybe a few levels before falling apart is the norm which is why most never complain about how awful the game gets at later levels.
@Alkis05
@Alkis05 6 месяцев назад
You set the standard of what is good rpg and then goes and completely ignore it. VtM was a very success game and a lot of people played, including other games using the storytelling system. A pretty big special pleading when people can't criticize DnD for bad design only because it is popular, but VtM (which by the way, at the time was much more played than DnD, which was almost dead), no. VtM is bad design, even though it was popular. As for homebrewing, that is no evidence that the RAW are bad. Tweaking the rules to your liking is part of the fun. Here is the criteria for good design: Of all the people that actually played the game, how many had fun with it. That is the real criteria. It is really difficult to asses that in a absolute sense. The greatest asset of DnD these days is the community. It has very little to do with the game. Most dnd players these days started playing with 5th ed and know nothing about alternatives. Critical role and Stranger things have more to do with its popularity than anything else.
@gregbruni2212
@gregbruni2212 Год назад
I would never say that D&D, or D20 is bad design. But for me, who has played every iteration of it in the past, I think it is the most mind-numbingly BORING system ever. Over the years I have come across other systems that i personally think are much more fun. But I still wouldn't say that it is bad design. That is why I refer to it as the "oatmeal" system. Because just like a bowl of oatmeal, people have to tweak the hell out of it in order for it to not be boring as hell. But hey, if some folks are having fun with it, more power to you.
@epone3488
@epone3488 Год назад
@Kas' mate how did the combat in Aces & Eights go - was that a dig against it in this vlog? I look at that on my shelf and just really want to run it but wondered how the shot-clock worked. I say all of this because I really liked the Hackmaster 5e alot but found the combat not quite so great and I really didn't the alignment aligned Clerics so much - which has put me off A&E. what you do how are the systems.
@RPGPundit
@RPGPundit Год назад
No, actually I was thinking of some other systems. Aces & Eights combat works extremely well for one thing: realistic gun combat. So it's very good for the realistic style of western that A&8s is. It's very important though that the players understand that this is not a cinematic style; gun combat is extremely dangerous. Our campaign was fantastic.
@Jaseoffire
@Jaseoffire Год назад
My most memorable moments with random stat rolling is the in group fights and bitterness that came about. Okay, I'm being hyperbolic here, but I have to disagree with you on random stat generation. I've had more grief with that over point buy. I think this is where we should also add that some things work better with some groups over others and welcome to why this hobby, over any other hobby, relies on decentralization. One of my favorite games is Ars Magica, and while it has plenty of its own limitations, there's enough creativity to allow for people to specialize how they like without stepping on each other's toes. Though, that game goes the extra mile with troupe play, but I'd submit that you don't even need troupe play to make Ars Magica a fun enough system so long as your adventuring is done in short bursts. With troupe play, you can have longer adventures and get more out of it.
@kevinsullivan3448
@kevinsullivan3448 Год назад
Point buy for attributes only leads to munchkin minmaxing. Total point buy systems where you have to balance attributes with skills and abilities is better since you can't super awesome attributes AND high skills and abilities. And you get better made characters since most total point buy systems allow for individual attribute, skill, and ability advancement rather that everything being tied to class and level.
@RPGPundit
@RPGPundit Год назад
Point buy systems require a level of system mastery that makes for an inferior game, because you cannot play it casually and produce as good a gaming experience.
@mattm4557
@mattm4557 Год назад
Vampire masquerade is awesome. The d10 system is extremely good and versatile. Combat is slow but it works well for modern and fantasy. Mage had one of the best magic systems. It’s objectively better of a system than d20. The d10 system can do more and is simpler than d20 level based system could ever dream of.
@michaelmclaughlin261
@michaelmclaughlin261 Год назад
People still play. (It is even undergoing it's OWN 'OSR' movement!)
@GaryFurash
@GaryFurash Год назад
I actually love the old storyteller system
@RPGPundit
@RPGPundit Год назад
The rulebook of Vampire literally said "you can do x at 5 dots" when the system rules made it impossible to do x.
@mattm4557
@mattm4557 Год назад
@@RPGPundit that’s simply not true. The descriptions given for each dot were great examples and when used as a guideline by the storyteller (as RAW stated) it worked great. I played multiple campaigns that ran for over a decade and it never was an issue. It also provided a solid basis for players to understand the general level of ability in a skill or power without limiting player imagination and creativity. I never had a player get frustrated because they picked the wrong “character type” because in WW d10 it’s skill based and you can always try something you aren’t great in and improve that attribute or ability over time. Unlike d&d where picking the wrong choice at creation or during a level up can ruin your character “build”. You have no idea how many times I have had players get frustrated because a couple levels into a d&d campaign he or she realized they made some error in a previous level up that stopped the character from becoming what they wanted them to be. That’s bad design. The level system doesn’t reflect reality at all and feels very choppy and video game like. It breaks immersion more than it promotes it.
@EvilDoresh
@EvilDoresh Год назад
My _main_ issue with WoD does thankfully have nothing to do with the rules: It's the art. I guess their core audience likes it (since they keep doing it that way), but all I see is weird artsy stuff (which _might_ have _something_ to do with what is talked about on the page), people standing around, and the occasional action scene of dubious quality. Maybe I'm a bit spoiled because _Warhammer_ does a better job at making different shades of vampire visually distinct.
@AndyReichert0
@AndyReichert0 Год назад
since you brought it up, i'd like to hear your thoughts on Mork Borg. i didn't see much wrong with it except for that it might be irredeemably nihilistic (which i agree makes it hard to play), but that seems fixable. if it's possible to do meaningful good, a player can still be a hero.
@RPGPundit
@RPGPundit Год назад
Mork borg has no substance to it at all. People think it's cool because it has edgy art and a hipster attitude. But there's literally nothing of value in its mechanics, it offers nothing creatively new, or even what could be called an interesting variation on something old. It's the total triumph of style over substance.
@cobinizor
@cobinizor Год назад
Popularity equals great game design? If this is true, it makes me sad.
@RPGPundit
@RPGPundit Год назад
Playability equals ongoing popularity. If D&D didn't have a high playability factor, people would not keep on playing it.
@HugoGlz56
@HugoGlz56 Год назад
A DnD Is a great desing for dungeon crawling. DnD 5e Is a great game for the Advengers dungeon crawling.
@steveholmes11
@steveholmes11 Год назад
Billions of flies day shit.
@straygoat4366
@straygoat4366 Год назад
I appreciate your enthusiasm on this. Compellingly cantankerous. It reminds me of people saying GRRM was the anti-Tolkien. Not at all. He was at least 90% Tolkien.
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@nathanridgeway1826
@nathanridgeway1826 Год назад
I think this video mistakes brand with design. If 6th edition threw out all of the rules and suddenly was using a d100 system, it would still be the most played RPG. As long as the brand is strong, the system doesn't have to have good design, just "good enough" to not be bad. Most sold milkshake in the world right now is a crappy purple one. Why? The idea, not the taste.
@RPGPundit
@RPGPundit Год назад
Except that when D&D changed its rules radically away from actual D&D rules, with their "4th edition", they lost two-thirds of their market share.
@andynonimuss6298
@andynonimuss6298 Год назад
It's not about playable games, it's about going up against D&D's MASSIVE marketing budgets! D&D does have horrible game mechanics because it's old and outdated. It only has six ability stats when you really need nine. It uses a swingy d20, which means your hero will miss a lot. It has inflating hit points as a game balance compensator. Alignments are useless. Armor doesn't absorb damage, which is stupid. Classes are too restrictive. Created characters have as much background depth as an empty box. Spells are limited and unbalanced. Massive budgeting, hiring the best fantasy artists, and massive third-party support has literally carried D&D's crappy rule system over the years. And NOW the rules are being totally rewritten and shaped by woke fanatics! I no longer want to support a game company that has accused me of being a non-inclusive racist! D&D's golden years are over. D&D is now a system and a company that I hate! In this video, you are grossly underestimating the "raw power" of money and marketing.
@nosotrosloslobosestamosreg4115
D&D 0e did not need a lot of background because most f people never needed on the beginning. AC nonsense is something I agree with you (Conan 3e somehow worked it out). About the "abilities" (I called them "stats" instead) you can play with just FOUR but I use eight. When you look at the game based on the idea of resource management, things look different.
@RPGPundit
@RPGPundit Год назад
No, almost nothing you cite is an example of "bad design". You're talking about specific mechanics, mostly, some of which you might like more or might like less, but the overall structure of D&D itself has consistently kept people playing it with very rare exceptions (late 2e, late 3.5e, all of 4e). Also, you realize that you don't need a single TSR/WoTC product to play "D&D", right? There's the entire OSR to go with.
@andynonimuss6298
@andynonimuss6298 Год назад
​@@RPGPundit Nothing WotC does with D&D will matter to me anymore. I'm beyond tired of outdated rules and boring character creation. I've been writing my own game and mechanics for quite some time. In 2024 I'll be demonstrating what great game mechanics look like and how rich character creation and flexible archetypes should really work. I even have a very slick system for easily handling interbreeding. And compared to D&D, I'll also be holding closer to medieval technology, social classes, and culture. So no, chainmail and studded leather won't exist in my game, but maille and brigandine will.
@blackstone777
@blackstone777 Год назад
​@@andynonimuss6298 Good luck. Let us know when it's out. Be prepared for criticism.
@TheJDough1
@TheJDough1 24 дня назад
Is it great designor was it at the right time with the right amount of social rejection and every other game is terrible with marketing?
@christophercharles904
@christophercharles904 Год назад
I usually need time to play with my friends.
@driver3899
@driver3899 Месяц назад
D&D has to be good because its the been the most played ttrpg... Monopoly is the most played board game and basically everyone agrees its not a very good board game. Its the most played because it has the most brand recognition
@blacklodgegames
@blacklodgegames Год назад
This is great, thanks for making this. Game development as craft rather than pure theory makes a ton of sense. I've spent an enormous amount of time playing VtM and VtR, and largely agree that the mechanics are really bad. The 1-5 rating does not work in practice. The second edition of the unfairly maligned Vampire: The Requiem is a *vast* improvement over previous iterations of the game, but the core mechanic still doesn't match the expectations set through the material.
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@roylecomte4606
@roylecomte4606 Год назад
1 roll = rolemaster
@xenoplicityrpg3987
@xenoplicityrpg3987 9 месяцев назад
Playable isn’t synonymous with popular. D&D (d20 level based - all forms) is poorly designed (levels, dice mechanics, magic system, HP bloat, slow moving mechanics, initiative, etc). It has objectively poor playability which is why there are SO many videos on how to fix it. I cover this in one of my videos (TTRPGs: stop this nonsense). Check out my game (objectively better than anything D&d related) Xenoplicity on drivethrurpg.
@NemoOhd20
@NemoOhd20 Год назад
Youre right ....and Im angry about it.
@RPGPundit
@RPGPundit Год назад
I understand. You don't have to like D&D, to recognize that it's good design. Of course, most people who dislike D&D will not have the honesty to recognize that it's good design, and then they'll make bad games. But you can recognize that D&D is good design and use those broad design concepts to create a game that looks and plays very differently from D&D and still being a good game.
@dungeoneering1974
@dungeoneering1974 Год назад
Well said. Anyone who thinks D&D isn't good (or great) game design, isn't likely able to make a good game.
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@dungeondumbo
@dungeondumbo Год назад
Good video. I like your explanation about randomness increasing the sense of realism. Excellent point.
@RPGPundit
@RPGPundit Год назад
Thank you! Spread the word, share the video!
@kevinvanderlinden7103
@kevinvanderlinden7103 Год назад
Hi Pundit. Do you have any thoughts on the Into the Odd family of games? (ItO, Mausritter, Cairn, etc)
@RPGPundit
@RPGPundit Год назад
I don't think I'm familiar with those? Is this an ad?
@peteking01
@peteking01 5 месяцев назад
@@RPGPundit I'm only familiar with Cairn, here are a few points: d20 roll under system (so if your DEX is 13, and you want to do DEXy thing, like stealth, just roll 13 or lower), no to-hit rolls (if your sword does d6 damage, and you hit someone, just roll d6), slot based inventory (10 slots, but if you fill all 10, you have zero hit protection, so any hit can potentially knock you down), old-school spellcasting (you have spellbooks with random spells, casting a spell gives you 'fatigue', which acts as an item and clogs up your inventory, in risky situations you have to roll to cast a spell)
@tabletopgamingwithwolfphototec
Have you ever checked out The Mutant Epoch from Outland Arts. I think you might finded it rather interesting.
@RPGPundit
@RPGPundit Год назад
I have not. Is it Woke?
@tabletopgamingwithwolfphototec
@@RPGPundit Not even in the slightest.
@RPGPundit
@RPGPundit Год назад
I just asked because I had heard of the title but never seen much more than that. Then I checked their twitter, and it seems they shared a review of their book done by someone with a prominent "He/Him" in the title. They never contacted me though.
@tabletopgamingwithwolfphototec
@Kasimir Urbanski - RPGPundit The game & creator is politically neutral. But he has done work for many osr games. Even ones that piss off wokests.
@trioofone8911
@trioofone8911 Год назад
So, I honestly listened all the way through the video, and the only thing I am walking away with is that DnD is good game design. That good game design strikes a playable compromise between simple playability and crunchy rules. Is that it?
@RPGPundit
@RPGPundit Год назад
Well, and that design is a craft, not a theory, and that you have to get that "good games" are the ones that people keep playing, not the ones that you think are smart. And that "incoherent" design is a feature, not a bug.
@SkywalkerOne1977
@SkywalkerOne1977 Год назад
Do you have a podcast?
@RPGPundit
@RPGPundit Год назад
Only if this channel counts as a Podcast...
@yurisc4633
@yurisc4633 Год назад
Yeah, if players want immersion, they need to stop playing "mother may I" games like they mostly do. Zero roleplay.
@RPGPundit
@RPGPundit Год назад
Spread the word, share the video!
@billtrent6520
@billtrent6520 Год назад
What are you're though of savage worlds systems it kind the systems that got me into table top during 2014 back in the day so i tend to have bais twords it.
@RPGPundit
@RPGPundit Год назад
Well, Savage Worlds is a good example of a game that is not much to my liking personally, but that does have a pretty decent system and other features of good design.
@billtrent6520
@billtrent6520 Год назад
Also well I have you here. Can you site some other examples of system you feel are doing it wrong?
@roylecomte4606
@roylecomte4606 Год назад
Fun ratio Starwars D6
@josephskiles
@josephskiles Год назад
Hey Pundit. When you brought up VTM in the end were you possibly confusing it with the tabletop RPG Vampire world of darkness? Or were you actually talking about VTM which is the LARP version of the game? Of course I could be misinformed as I haven't been keeping track of the two games since the late 90's, but that was how it use to be anyhow. Maybe they both fall under VTM umbrella now? I'm sorry if I am mistaken
@blacklodgegames
@blacklodgegames Год назад
VTM is the tabletop game. The live action version of the game uses Mind's Eye Theatre rules but is still the same setting
@josephskiles
@josephskiles Год назад
@@blacklodgegames I guess World of darkness is just the setting name where all the games take place. I just googled it to check because I clearly remember owning the old green LARP book for VTM and it being called VTM, mind's eye theatre was basically just their spin on the name for LARP wasn't it? The LARP version wasn't called Vampire: Minds eye theatre.
@blacklodgegames
@blacklodgegames Год назад
@@josephskiles yeah world of darkness is the umbrella setting where the various games and monster types exist in the world together
@RPGPundit
@RPGPundit Год назад
Vampire: The Masquerade was the original name of the Vampire tabletop RPG in the early 1990s.
@josephskiles
@josephskiles Год назад
@@RPGPundit got it thanks
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