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Legend System Discussion => General Legend Discussion => Topic started by: afroakuma on August 05, 2013, 06:44:31 PM

Title: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: afroakuma on August 05, 2013, 06:44:31 PM
Discuss today's The Stuff of Legend column, Negative Design. (http://www.ruleofcool.com/the-stuff-of-legend-negative-design/)
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: Metool on August 05, 2013, 07:11:19 PM
Damn, now I'm hungry.
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: Mystify on August 05, 2013, 07:37:04 PM
Very interesting read.
I agree, limitations can be very useful. They form a backbone to build on creatively, while still letting design and balance to be applied. The basic concept is why we even have a system in the first place; otherwise, we would just have freeform combat, say you can do whatever you want, and offer no limits to what you can do. That quickly devolves into a bunch of peolple saying "I win" "I win first" "I stop you" "I stop you from stopping me" etc. It is the structure of the game which makes it interesting to play. Chess has amazing depths of strategy because you are limited in what you can do at any given time.
The trick, of course, is to create a set of limits that is a positive effect, rather than destructive. Establishing bounds that will foster balance and strategy to the game, rather than bounds that are limiting productive options. Freedom and flexibilty are good, but it is easy to get caught up in them and sacrifice needed bounds in an attempt to increase them.
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: Yoder on August 06, 2013, 12:48:57 AM
Demonize D&D much?
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: afroakuma on August 06, 2013, 01:04:36 AM
Demonize D&D much?

"Demonize?" I think you're overdramatizing. D&D is referenced three times by my count, twice with rather neutral comparisons and once in reference to Mystic Theurge, which D&D players acknowledge to be suboptimal (because it is).
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: rejectedreality on August 06, 2013, 01:28:17 AM
I dunno, I thought the mentions and alternate names were funny.

It was also interesting to read about how restrictions are made in such a permissive game. I'm still not super convinced about why the paladin and rogue tracks are needed there, but I'm not exactly gonna make a fuss about it.
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: Regitnui on August 06, 2013, 01:53:40 AM
As a certain designer for a more famous game I'm sure at least a few people on here play (*cough*Magic*Cough*) would say; "Restrictions breed creativity." It's nice to see why the Paladin and Rogue have their signature tracks and the process behind them.

I hadn't thought of Shaman's Path as a Legend cleric's 'Domain'. It's certainly an elegant solution, and I'm certainly going to play with it a bit more now. The healer refluff is actually a much better fit for my setting than witchdoctor/druid.
Title: Re: The Stuff of Legend Discussion: Negative Design (8/5)
Post by: loganic on August 06, 2013, 08:18:20 PM
As a certain designer for a more famous game I'm sure at least a few people on here play (*cough*Magic*Cough*) would say; "Restrictions breed creativity."


I agree some restriction is good, but it is also well enough to keep the system elegantly simple. A few exceptions are fine. Too many are hard to remember. A good selection of choices is fine, an massive amount like the previous article regarding circle based character building is overwhelming. It takes a good straightward balance to get an ideal. I think you've done it.