Saturday, May 19, 2012

Design Philosophy

I was looking through some notes from 2008 and found this. I think I'd still stand by it.

Your character should reach the top before you get bored.
Rolling dice is fun.
Math is hard.
Few buffs.
No system can simulate more than about 10 levels of play without losing the sweet spot or encountering major scaling or granularity issues.
Play the character you want, and have the character’s role drive their stats, not the other way around. 


  1. I agree with all of these, although I first had to google "buffs" to work out what they are. A good list.

    1. David, you prove your old-school creds by not knowing what buffs are. It's an example of how video game lingo has crept into D&D usage, for better or worse.

    2. LOL, yes, I took a break from gaming during the 90s and it seems I've yet to catch up, let alone all these newfangled terms. :-)