Re: D&D experience rules
That is important, but two things,
First, a question that seems less forgotten and more "never asked in the first place." What is the purpose of the rules? Why use them? What do the rules add that can't be achieved without them?
On the one hand, you have the system as a whole, but on the other hand, you have individual rules.
For the most part, games have nothing but the rules. For example, chess minus rules leaves nothing, but rpgs are one thing for which there is so much beyond the rules that in using rules, you should start with one question why am I not playing freeform? This isn't an ad selling freeform, but rather answering this question is essential to developing and using the rules. If you can't answer that question, you need to go play freeform with as many gms as you can until you have the answer. If the answer is something involving balance, fairness, or the inability to play without the system, then you are looking for a boardgame instead of an rpg.
Second, Fun vs satisfying, plus compulsion and experience.
If you are looking out at a beautiful view, are having fun? Of course not, but it is still enjoyable and worth the time.
Most people do not understand themselves, and thus some games work or fail based on things other than fun or satisfaction. Usually if a game succeeds despite being unfun, it is because it plays to a psychological weakness. Completion-ism, collecting, etc. Often people will do lots of boring work to get a new piece of a collection. These people are compelled to keep going by the promise of the next piece, and not out of any fun nor even satisfaction.
Also, there is a satisfaction that can be gained that is more emotionally filling than fun is, and that often comes from achieving something through great effort. But satisfaction is more complicated than that in a not-so-describable way. The task can't just be hard, it has to leave you feeling like you made a difference despite obstacles and a great chance for failure, a "tangible" reward has to be there, as does the risk. No risk, no satisfaction.
And lastly, the experience as a whole. In the end, the experience as a whole must be something memorable and enjoyable that leaves you wanting more, and that does not require fun nor satisfaction, though it is often enhanced by those things. Those stories you tell years afterwards, those are the experiences that are the most rewarding and desirable. To kill a zombie and have it feel super epic, like you just saved humanity or something, is an experience as well. These experiences are more dependent on the gm than the rules, in fact, this is the primary difference between a great gm, and a bad one. Are you laughing, emotionally involved in the characters and events, panicking, terrified, "swept away," or otherwise have your heart strings pulled?
A rules design should have fun and yet be satisfying to enhance the emotional content, which then leads to amazing experiences. Ethically, games should never use human nature to "extort" time, effort, and money from players. This is of course, more an issue for computer games, but gms commonly fail at this part as well.
So, "is it fun?" is just not enough.
Edited for spelling and clarity, finally.
This message was last edited by the user at 02:15, Mon 03 Dec 2018.