codeGlaze wrote:So what design principles has The Den learned, that The Den also agrees on, which make better games?
What an absurdly broad question.
Let's discard the glittering generalities that people can agree on or agree to eschew like 'clear rules' or 'encourages roleplay'. Instead, let's look at a spectrum of how games are designed.
Choice v. Surprise/Regret
Equality v. Merit
Constitutionalism (small c) v. Emergent Consensus
Specificity v. Subjectivity
Interparty Cooperation v. Competition
Association v. Dissociation
Difficulty Level
And of course these will depend on the game. My vision of D&D errs on the side of Surprise/Regret, balances Equality and Merit, Constitutionalism, Specificity, Cooperation, Association, and has a Low-to-Medium difficulty level. This isn't the same as my vision of Shadowrun. My vision of Shadowrun errs on the side of Choice, goes heavily on Merit, Constitutionalism, balances between Specificity and Subjectivity, Cooperation, Associate, and has a Medium-to-High difficulty level.
A lot of people on TGD, as far as I can tell, have their sliders close to where mine are for their vision of D&D -- which is the primary game played here.