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5E: A chiropractic adjustment for D&D (and why I'm very hopeful)
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<blockquote data-quote="Li Shenron" data-source="post: 6311595" data-attributes="member: 1465"><p>Heh, it's a huge tangent here, but I do agree with you about the art comment. I once read a huge book on music composition, where the author spoke of "folk composition" vs "art composition" as the difference between trying to identify what people like or "what are the rules of taste" and then composing accordingly (folk) VS come up with your own (possibly unprecedented) new rules, propose them to the public and see how they like it (art). That's how the author described being an artisan VS being an artist, and it was really enlightening to me! (Note 1: "folk" was just his term for the attitude, nothing to do with "folk music"; Note 2: there was no connotation of superiority of the terms "art" and "artist" over "artisan").</p><p></p><p>That said, I didn't appreciate D&D going "artistic" at the time of 4e. I had the feeling that perhaps part of the gaming base was getting bored, and wanted a new spin/twist on a variety of things. But I wasn't getting bored at all! Furthermore I used to think of D&D as the main RPG stream (yep, the "mainstream") from which other, more artistic branches would form, so for me 4e felt like leaving the main course for a side branch, which <em>could</em> have hit a lot of people including me, but unfortunately didn't. That's the risk of art, but presentation (or attitude) is also important: an artist who, in order to promote his (perhaps good) novelty ideas, insists too much in saying how bad his predecessors were, is raising the stakes at his own risk. But for some reason I had this idea, that D&D is the main RPG setting the course for everybody else, and if it goes too narrow then it becomes just another RPG. (Also I almost had the additional feeling that the designers were thinking "this is how we want you to play D&D <em>for now</em>, if you don't like it don't worry, just buy it and play it, we'll make another one later".)</p><p></p><p>So all in all, I would not at all have wanted to "discourage" 4e to be a creative <em>branch</em> of D&D. But the idea of being a <em>replacement</em>, and throw away the past, didn't sound right to me.</p><p></p><p>(But that's too long and too late, forgive my tangent post here... and let's talk about 5e instead!)</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6311595, member: 1465"] Heh, it's a huge tangent here, but I do agree with you about the art comment. I once read a huge book on music composition, where the author spoke of "folk composition" vs "art composition" as the difference between trying to identify what people like or "what are the rules of taste" and then composing accordingly (folk) VS come up with your own (possibly unprecedented) new rules, propose them to the public and see how they like it (art). That's how the author described being an artisan VS being an artist, and it was really enlightening to me! (Note 1: "folk" was just his term for the attitude, nothing to do with "folk music"; Note 2: there was no connotation of superiority of the terms "art" and "artist" over "artisan"). That said, I didn't appreciate D&D going "artistic" at the time of 4e. I had the feeling that perhaps part of the gaming base was getting bored, and wanted a new spin/twist on a variety of things. But I wasn't getting bored at all! Furthermore I used to think of D&D as the main RPG stream (yep, the "mainstream") from which other, more artistic branches would form, so for me 4e felt like leaving the main course for a side branch, which [I]could[/I] have hit a lot of people including me, but unfortunately didn't. That's the risk of art, but presentation (or attitude) is also important: an artist who, in order to promote his (perhaps good) novelty ideas, insists too much in saying how bad his predecessors were, is raising the stakes at his own risk. But for some reason I had this idea, that D&D is the main RPG setting the course for everybody else, and if it goes too narrow then it becomes just another RPG. (Also I almost had the additional feeling that the designers were thinking "this is how we want you to play D&D [I]for now[/I], if you don't like it don't worry, just buy it and play it, we'll make another one later".) So all in all, I would not at all have wanted to "discourage" 4e to be a creative [I]branch[/I] of D&D. But the idea of being a [I]replacement[/I], and throw away the past, didn't sound right to me. (But that's too long and too late, forgive my tangent post here... and let's talk about 5e instead!) [/QUOTE]
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