Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.
The larger issue of enthusiastic support without meaningful critique isn’t so cyclical, I suspect.
Someone told me that management consultants have the guideline of "share 4 good things for every 1 bad one". Maybe if you're feeling stalled, this is a good guideline? If you have a hard time finding at least one good thing to bring into alongside the criticism, perhaps you're just going to have hard time connecting at all with the author in the discussion?
Here's one problem case: what if your feedback is (negatively) critical to something that is at the game's core? Like if I said to Matt Snyder: "The cards? they're really distracting, and take away from Dust Devils for reasons X, Y, and Z." How can I frame that more constructively, when there is really a lot of pride at stake here?
My possible suggestions: if your criticism is clearly directed at the game's core, first make sure that you both have some reasonable shared interest in the game (ex: at least we both love Westerns), and frame your criticism as describing what doesn't make the game work for you; then frame the positive feedback as how the author would construct a future game that included you again as a possible audience.
So, here's a thing. I don't think a public place is a good environment for critique. In recent times, I have been providing it privately. It is easier to be honest and uncompromising about a thing when you're not bundling it with a bunch of prying eyes.
where exactly does that get you and everyone else on the outside in making informed choices on what to buy or play?
Well, the thing is, this has very little to do with critique. You need to take someone's desires into account when you inform them about games, right, so if they say, "I want an extremely light game without any setting, is Burning Wheel a good choice?" you say, "It's the wrong game for that goal because of X Y Z. I suggest maybe Shadows, because of U V W." I don't need to dump on a game in public to help people make good choices.
Posted By: Thomas RobertsonI think there's a fundamental difficulty with doing serious criticism of indie RPGs. Standards.
Posted By: Thomas RobertsonSo the problem here is that the game does not (and can not) provide all the tools necessary for play. Which would be a problem in other media except that we have baseline competency expectations. You can read, you know how to watch tv and film, you know how to listen to music. We don't have such an expectation for roleplaying. What would minimum competency look like? What can we really expect players to be good at and what should designers be expected to provide?
3. POD technology makes it too easy to publish a game that looks done when it's not. I think we need to install the indie community with an appreciation for publishing and selling ashcan rulebooks that look like games in progress, not like fully baked games.
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