19 Comments
Mar 18Liked by Clayton Notestine

I give this *five* stars. It's a very nice insight into simple concepts that are often overlooked.

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Mar 19Liked by Clayton Notestine

With the 6 door example, it seems like you use Miller's law as a way to decide when to introduce gestalt principals. Do you think that's something you do subconsciously after being a designer long enough?

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Interesting post! I particularly liked the mention of number of factions in a setting.

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Three is really the sweet spot. Three introduces complexity and nuance to the coin flip of the binary.

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Mar 18Liked by Clayton Notestine

Great post! When writing/running games, I like to avoid the 5-door scenario, as I find many tables come to a standstill with so many options. Especially if there are more options than players, unless those players have been playing together for a while and have well-established decision algorithms (ie “Left is Law”), having a party come to a consensus on which “door” to choose (whether it’s a door to open or an NPC to follow) can be difficult, and not always in a fun way. I lean toward 3 options when I build a scene with the intention of forcing a decision. As you said, it’s enough to feel like you have options without being overwhelming or feeling like you might miss/forget something.

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Mar 18Liked by Clayton Notestine

Three is also where you can start playing with rock-paper-scissors type mechanics or relationships, too, which is always fun. If you're looking at it as a graph, it's also the last time the number of connections isn't more than the number of items/people/etc.

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Fun article! Love the breakdown, and the secret/explicit example of 6 you provided at the end (I think 6 is a really interesting number for TTRPGs because of the d6 and it being just below Miller's law).

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Mar 18Liked by Clayton Notestine

I really enjoyed this! There was a moment when I got to five doors where I thought "Oh, this is too much! He should have stopped at 4." I was wrong. You masterfully pulled off the 6-door example, and I really love this theory of numbers. Sometimes less is more. Intentionality reigns always, and this is an excellent framework for using these numbers of elements.

Thank you for writing this!

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Mar 18Liked by Clayton Notestine

You can have whatever's lurking behind one of the doors decide to open it (or break it down) themselves. Then you just have 5 doors.

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Would this work also when describing the scene? If you tell only one thing, it matters the most and draws players’ attention. ”There is a strange smell in the room”.

If you tell multiple attributes, it paints a more colorful image in the mind, but the attention would be more distracted. ”The market place is empty (1), rotten apples are left on a market table (2), an angry dog is barking in the nearby (3), a light is blinking in one window (4), the moon is full (5)”

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