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Joined 2 years ago
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Cake day: June 2nd, 2023

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  • That’s about it. Clients often have an idea of what they want, inspired by stuff they’ve seen already. It’s just safer to request stuff that already works than innovate. So designers might have more interesting and readable ideas but they end up doing what the client wants anyway. Good way to see this is designer’s online portfolios.

    A good client provides some guidance but offers a fair amount of freedom in regards to exploration, the average client has an idea of what they want already, and the worst kind of client tells you what they want from the go (because most often it just won’t work).


  • I see your point, but… I don’t know. Nowadays, attention is a prime commodity. The easier something is to consume, the more people it will reach. And while that doesn’t matter as much in entertainment media, it has to be considered when designing for more important topics. Thus, media has to be designed to be read efficiently.

    I don’t love how media is designed nowadays, precisely because it is monotonous and boring often, but I don’t long for the days when I had to look an entire page over for the bit of information I’m after. A balance can be struck through clear layout design and following trends that respect hierarchy. Maximalism does neither.

    Though, I feel like I have to differentiate artistic media from informative media. Art can go bonkers, in fact art should challenge established tropes, but design should prioritize function over form, keeping in mind there is some room for aesthetics in there.

    Again, I’m approaching this from an efficiency and ease of use point of view.


  • I’m a graphic designer, so maximalism and antidesign. It’s taking a bit to become more than just a trend, but it’s getting there. I understand minimalism is getting stale, but the answer is not going for something hard to read. Even with proper hierarchy the sheer clash of colors, sizes, etc., will lead to a jumbled mess. Form follows function to make life easier.

    A balance must be struck between maximalism and minimalism.


  • Hm, the first session I ever ran I had this mentality. The session would entail meeting in a tavern, talking to the locals to gather info on a nearby tournament, and get ambushed on the road by undead. I had listed out every bit of XP that my players could earn along the way, plus a little over in case they did something cool. Both combat XP from killing monsters, as well as passing planned social and exploration checks and player-initiated social and exploration checks.

    It was hell. I had a spreadsheet on one screen checking boxes to automatically add stuff (so as easy as it could be), for even the smallest stuff possible. The XP was shared as well, so I wasn’t even counting each player individually. The very next session I decided I’d start doing narrative level ups instead.

    The problem with XP systems, especially the ones like Elder Scrolls which levels skills through use, is that it adds a ton of homework to the DM. On top of prepping encounters, quests, maps, NPC’s, oh-shit situation scenarios, etc., doing XP is a bit much, at least for me.

    Part of the entire reason I moved away from DnD was the level up system. Savage Worlds is much better in that regard, since on an advancement players can upgrade combat skills, social skills, exploration skills, or gain the equivalent of feats (or remove what would amount to anti-feats) after an important story beat - all from the same point pool. So, an advancement could be achieved after a particularly important conversation or exploration event, and result in non-combat skills being upgraded.