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11 months ago  ::  Jul 10, 2012 - 7:20AM #11
Karathx
Date Joined: Apr 7, 2010
Posts: 18

[/quote]


WoTC provides a ruleset.  IMHO, the ruleset does not provide fun, realism, cinema, absorbtion...The DM and players do.

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It is true that the DM and players must deliver the fun -- after all, any rpg is but a collection of printed materials.  But the system facilitates the fun.   Systems can encourage and facilitate a realistic, cinematic, absorbtive experience -- and a lot of other adjectives appy here too -- or not.  Some games are just not as much fun to play as others.  As a recovering 4e player, I can attest to that.  

Based on my experience with a variety of systems, I think the rules matter -- a lot -- as to whether players ultimately find the game fun. 

My guess is that DnD Next is returning to some of the things that made previous versions fun to play -- they're attempting to return to their roots.  In many ways there is nothing wrong with that.  

My point in writing this was not to debate whether some games are more fun than others but to provide a cautionary note.  I think WoC was stung by the reaction to 4e, which was a real departure from earlier editions.  My concern is that they may overreact and produce something that is nothing more than a retroclone of itself  when they need something that is much more.  

What cued me to this possibility was the playtest materials.  I was honestly shocked to see B2 by Gary Gygax as the adventure they selected.  That was certainly a signal that WoC has its eyes set on the past.  

These guys can afford the best game designers, writers, artists, etc.  They should be providing us with the best game, not something that is only a rehash of the best parts of previous editions.  Certainly, the next editions should include the past but also the future.     

Whether they do this remains to be seen.       

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11 months ago  ::  Jul 10, 2012 - 7:57AM #12
diversionArchitect
Date Joined: Nov 16, 2009
Posts: 568

Jul 2, 2012 -- 6:09PM, Miladoon wrote:

WoTC provides a ruleset.  IMHO, the ruleset does not provide fun, realism, cinema, absorbtion...The DM and players do.


This is not at all the case imo.  A bad ruleset is a bad game.  If the people playing bring all the excitement they don't need the game.  We could just go out for drinks or whatever.  If we got together to play a game it better be fun by the rules, or we'll play something else.

They need to make the game able to do all of the above without requiring experienced players with their own additions to the game or they haven't really done anything.

All roleplaying games can be fun with the right group, the goal is to make it fun for the most groups possible.  Otherwise why would I pick this over 13th age, dungeonworld or any other fantasy rpg?

Please collect and update the DND Next Community Wiki Page with your ideas and suggestions!


Take a look at my clarified ability scores

And also my Houserules relevent to DNDNext
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11 months ago  ::  Jul 10, 2012 - 8:00AM #13
Karathx
Date Joined: Apr 7, 2010
Posts: 18
Agreed.
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11 months ago  ::  Jul 10, 2012 - 8:08AM #14
Uskglass
Date Joined: Oct 17, 2007
Posts: 925

Jul 10, 2012 -- 7:20AM, Karathx wrote:

My point in writing this was not to debate whether some games are more fun than others but to provide a cautionary note.  I think WoC was stung by the reaction to 4e, which was a real departure from earlier editions.  My concern is that they may overreact and produce something that is nothing more than a retroclone of itself  when they need something that is much more.  

What cued me to this possibility was the playtest materials.  I was honestly shocked to see B2 by Gary Gygax as the adventure they selected.  That was certainly a signal that WoC has its eyes set on the past.  




That's kind of the point I'm making here: community.wizards.com/dndnext/go/thread/...
I hope they will turn this around in the next iterations of the playtest.

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11 months ago  ::  Jul 10, 2012 - 9:39AM #15
greatfrito
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Date Joined: Jun 27, 2004
Posts: 8,247
Did I hear someone say "Adventure Time RPG"

I would go to there.
With all of my money.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.

No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)

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11 months ago  ::  Jul 10, 2012 - 2:06PM #16
Lesp
Date Joined: May 5, 2009
Posts: 2,291
A DM and the players play a huge role in whether a game is fun/immersive/whatever, but there are still good rulesets, weaker rulesets, niche rulesets, rulesets that are easier to pick up, etc. I would describe my breadth of experience with RPG systems as "moderate" - I've used a handful of different systems, including most of the really big names plus some random stuff, but even from my position it's clear that different rulesets facilitate different things differently well. There are no shortage of games that are either in D&D's conceptual space, in a subset of its conceptual space, or that encompass its conceptual space. D&D is moderately rules-heavy, moderately difficult to pick up, fairly easy to prep for (at least until higher levels), fairly easy to create characters in, extremely cinematic, fairly abstracted, not at all gritty, high character customizability, teamwork-focused, etc. These are more or less all true of at least 2e through 4e and PF. You can certainly force many of these parameters away from where the system naturally puts them, and in many cases it's not at all difficult to do so, but other systems are much more built around, say, ease of character creation (usually at the cost of mechanical depth and/or option breadth). Other systems spike character customizability even higher, at the cost of making characters harder to put together. (GURPS, for example.)

It's honestly not clear to me what their strategy is with Next. I mean, across the hall at the Magic: The Gathering offices they're enjoying their game doing wildly better than it ever has before, and they got there by focusing on the new player experience. Even if the D&D team wanted to try that strategy - which I think is what they were going for with Essentials - I don't think anyone agrees on what's best for new players and how to do that without alienating existing players.  Magic figured it out (there was some initial grumbling about "dumbing down the game", but they figured out a way to preserve actual strategic complexity while removing a lot of "what the heck does this card even do?" complexity), but I don't know what that looks like for D&D. The conservative strategy may be best - just preserve the people you've got and hope they bring in their friends faster than attrition.
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11 months ago  ::  Jul 11, 2012 - 7:59AM #17
Karathx
Date Joined: Apr 7, 2010
Posts: 18
I think whenever WoC and TSR before them attempted to "baby down" DnD it has largely failed.  Thirteen year olds don't want something "made for kids."  They want something that is cool.  That was the charm of AD&D, the game was pretty simple, really, but it was clearly designed for adults. Kids felt they were getting something cool.  TSR didn't understand it at the time but by not marketing to kids they made it cool.  

A complete beginner could sit down and play the game as long as someone at the table kind of knew what they were doing.  I remember DM-ing AD&D for friends as a kid having never played before.  No one else in our group had played before either.  There's no way you could do that with 4e or 3.5.  There's a steep learning curve, even for character generation.  That is probably the biggest barrier to new involvement -- you have to join an existing group.   

Before you conclude I am making conflcting points consider chess.  The rules are pretty simple but underneath the simplicity are layer after layer of complexity.

WoC has to pull a rabbit out of the hat -- create rules with a minimal learning curve for new players and DMs but provide a deeper experience for existing players and those seeking to grow.

 
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11 months ago  ::  Jul 11, 2012 - 3:59PM #18
Avric_Tholomyes
Date Joined: Mar 31, 2012
Posts: 334

Jul 11, 2012 -- 7:59AM, Karathx wrote:

A complete beginner could sit down and play the game as long as someone at the table kind of knew what they were doing.  I remember DM-ing AD&D for friends as a kid having never played before.  No one else in our group had played before either.  There's no way you could do that with 4e or 3.5.  There's a steep learning curve, even for character generation.  That is probably the biggest barrier to new involvement -- you have to join an existing group.


See, I had an experience which was almost the exact opposite. I felt that AD&D had a much steeper learning curve, because it was much more lethal. In 3.5, and especially 4e, you could stumble your way through the game a bit, and probably survive a bit. And, besides, the mechanics were nice and simple, so even if I was very sub-optimal, at first, I at least knew, largely, what I was doing.

I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.
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11 months ago  ::  Jul 11, 2012 - 4:12PM #19
TomShambles
Date Joined: Jan 19, 2010
Posts: 107

Jul 3, 2012 -- 3:53AM, Kitakaze wrote:

In fact, one thing that MLP did very well was distancing itself from the original show in a lot of ways. And it worked. Sincerely, if WotC wanted to attract new customers, young and not so young, I think they should partner with Cartoon Network and work on Adventure Time: The RPG. And make a REAAAAALLY EASY and REAAAAAAALLY ABSTRACT/SILLY roleplaying system to act both as a gateway "drug" for children and as merchandise for older fans of the show.






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"If all the classes can compete on equal footing in a combat situation then it becomes less about "Which is the best" and more about "Which conveys the character I want to play"." - Areleth
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