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Gygax on Realism in Game Design
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<blockquote data-quote="Neonchameleon" data-source="post: 6010405" data-attributes="member: 87792"><p>As a general rule, there are only a <em>tiny</em> handful of games I've played whether RPG or boardgame that have been improved by supplements in general. (4e, Dominion, and Carcasonne are all on this list). RPGs are allowed one free setting book, of course. </p><p> </p><p>Carcasonne is improved by many supplements because they change the way the game is played, making it more cooperative (this is done by giving people an incentive to finish off each others' roads and cities).</p><p> </p><p>4e and Dominion are both improved (mostly) because they add replacements to what is a small and tightly limited list of options rather than add (in particular) new spells when the spell list is already vast. This isn't to say you can't do the same in 3.X - I exempt the Book of 9 Swords and Magic Of Incarnum from my general criticism as they replace the entire classes.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6010405, member: 87792"] As a general rule, there are only a [I]tiny[/I] handful of games I've played whether RPG or boardgame that have been improved by supplements in general. (4e, Dominion, and Carcasonne are all on this list). RPGs are allowed one free setting book, of course. Carcasonne is improved by many supplements because they change the way the game is played, making it more cooperative (this is done by giving people an incentive to finish off each others' roads and cities). 4e and Dominion are both improved (mostly) because they add replacements to what is a small and tightly limited list of options rather than add (in particular) new spells when the spell list is already vast. This isn't to say you can't do the same in 3.X - I exempt the Book of 9 Swords and Magic Of Incarnum from my general criticism as they replace the entire classes. [/QUOTE]
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