Random TRPG design ethos I follow: Avoid creating mechanics for game elements that could be presented as DM advice. #WOTCstaff
— (((Mike Mearls))) (@mikemearls) August 16, 2016
@Daeva001I feel like this is along the lines of “don’t write rules that the players will use to beat the DM upside the head with,” no? very much so! #wotcstaff
— (((Mike Mearls))) (@mikemearls) August 16, 2016
@tabletopterrorsCan you share the example you had in mind when this advice sprang to mind? = ) hit that in a follow-up tweet – DMG advice on handling interaction
— (((Mike Mearls))) (@mikemearls) August 17, 2016
Example: Interaction from the DMG. Not a system, but advice on how to apply core rules to social stuff. #wotcstaff https://t.co/7TE6mcxZVL
— (((Mike Mearls))) (@mikemearls) August 16, 2016
@YYZhed So: “If it can be written as DM advice, do so. Otherwise, you may need to write mechanics for it”?
correct – if you want it to happen in the game, you have to do one of those two things— (((Mike Mearls))) (@mikemearls) August 16, 2016