Tabletop RPGs Have a Design Debt to Pay

<p>There are two kinds of design flaws in tabletop RPGs.</p> <p>First, there are the &ldquo;flaws&rdquo; &mdash; really, tradeoffs &mdash; that we can disagree over. These are mechanics that serve a purpose but impose costs elsewhere that may not be worth it or enjoyed by all players. Often these flaws relate to tone, flavor, play style, or competing design goals.</p> <p>For example, player characters in&nbsp;<em>Dungeons &amp; Dragons</em>&nbsp;have hit points roughly proportional to their level. As a result, encounters with weaker enemies become trivial at higher levels, and encounters with once-unbeatable enemies become manageable. Players who enjoy seeing their characters grow rapidly in power and outgrow old challenges may like this dynamic. And players who want ordinary human-level challenges to stay dangerous may prefer slower hit-point growth or none at all. We can reasonably disagree.</p> <p>Then there are true, unambiguous flaws. These are mechanics that serve no purpose even as they impose complication and confusion, and detract in other ways. Perhaps because there&rsquo;s less to passionately disagree over, these abject problems receive less airtime. Today, let&rsquo;s focus on them.</p> <p>First, I&rsquo;ll give an extended example of one such flaw in&nbsp;<em>D&amp;D</em>. Then I&rsquo;ll draw out some general lessons about how bad design lingers and spreads and what we, as players and designers, can do about it.</p> <p><a href="https://medium.com/theuglymonster/tabletop-rpgs-have-a-design-debt-to-pay-11805bd1a709"><strong>Click Here</strong></a></p>
Tags: Design Debt