When designing a game, consider the personality traits and behaviors the game encourages in its player. Then ask yourself if you want to make a game for a community that embraces what you’re encouraging.
That tweet is a nicer way of saying: If you make a game for assholes, be ready, willing, and able to deal with assholes.
It’s also why D&D got out of the business of trying to “fix” obnoxious people.
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My earlier tweet about language and spoken bandwidth is prompted by some thinking I have been doing about dungeon design. I'm using this image as an example. Let's assume the party is standing at point M with a torch.
As a DM, you have to describe both the room and the hallways depicted. That includes the location of four doors and three corners. That's a fair amount of info to juggle. How much of that can the players actually process?
We don't often think about a dungeon as an information construct, but that's essentially what it is. A complex dungeon might be frustrating if only because it's a bear to process without drawing out the map as you go.