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Re: #21: Learning Curves
Much depends on what you are trying to teach.
Many dice-based RPGs can teach probability. Many games require resource management and trade-offs in designing characters or equipment.
A well-designed game can teach history, economics, science, etc., if these parts are important to the character's success or if the material sparks an interest in the underlying material. How many folks have become interested in the 1920s-30s due to CoC or into actual medieval history from variations of D&D. GURPS has had a plethora of sourcebooks set in actual times and places -- designing adventures generally requires the GM to do some thinking and reading about the place beyond the source book.
The problem here is well-designed, or at least well-written, but that's a problem across the field, not one specific to educational games.
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