Jared R on the forums about 282.
I don’t know if I’m going to be able to recover from the term, “Jeff Deep.”
Regarding the discussion on pregens, I’ve said it before elsewhere on the site, but Mike Shea’s pregen characters in his Sly Flourish adventures are great–they have choices like race, ability scores, and class all determined, but with a few choices, like backgrounds and traits, left open for customization.
Digging in to the 10,000 hours of practice angle–I think one of the advantages of GM advice and the discussion of best practices is not that you will never make mistakes after hearing that advice, but you may be more likely to recognize when you are making the mistake in the moment, because something about the situation sounds familiar, based on GM advice you have heard.
In other words, good instruction and advice probably cuts down on how many of those 10,000 hours you really need to participate in for the development of skills.
Doing things with intentionality changes the potential outcome. If you put in 10,000 hours playing without thinking much about developing particular skills, you may develop some new tricks and best practices, but thinking about, for example, encounter structure, when an encounter doesn’t work, you are more likely to make that mental checklist of what isn’t working and what is missing.
Getting REALLY good, you don’t just think about what went wrong, but what you can do in the moment to correct.
A lot of all of this boils down to communicating intent. Mechanics can definitely reinforce genre and transform a blah framework of a game into something that is great for doing a very specific thing, but it’s going to be way easier to use those tools if the game designer tells you why they think mechanic A reinforces genre trope B.
It’s one of the things I love about 13th Age. The sidebars aren’t just a factual statement about why mechanics do what they do, but are an ongoing discussion about the designers intent, and where they evolved how the game worked.
The quality of those 10,000 hours is going to vary a lot. 10,000 hours of running only D&D won’t produce the same results as running 10,000 hours of running different RPGs, playing different RPGs, and consuming media from various different soruces from which the genre tropes of games are drawn.
I’m not saying everyone should do this, but me watching Star Wars movies over and over again will lead to me having a better handle on running Star Wars RPGs. But me sitting down and saying, “what are the traits of the the criminal underworld in Star Wars?” and watching the movies while taking notes whenever some criminal element shows up gives me a lot of tropes to drop into an Edge of the Empire game.
On the other hand, cutting down on the gap between having 0 hours and having 10,000 hours would be game designers TELLING US WHAT THEIR INTENT IS. Ahem.
I could never wrap my head around the Keep on the Borderlands, because I don’t know why the PCs hang out with each other and how they get to the Keep. On the other hand, if the adventure had literally said, “don’t worry how they got here, let them fill in the details later,” I would have relaxed and done that.
On the other hand, I “got” The Isle of Dread, because right near the start it says “the PCs should be hanging out here, and there are a handful of ways you can get them on a boat heading for the island with a purpose.”