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How many people do you know who haven't switched to 5e, and why haven't they?
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<blockquote data-quote="howandwhy99" data-source="post: 6718910" data-attributes="member: 3192"><p>Early D&D was a Grand Strategy-style wargame, except designed as a cooperative game. Like all the computer RPG copies you try and "beat" the game, or really, get as much XP and treasure as you can generally. This is done by <em>gaming</em> the game world. D&D was a game designed like any other game, but had so many rules behind all that world behavior it warranted publishing them in hardback. I don't think any game in history did that before. </p><p></p><p>5e is a storygame where the DM is a player and is expected to improvise. Players aren't treating the game situation like a game, but rather as a shared narrative. These aren't just different ways to play, they are not playing a game as a game. And the subsequent design carries these assumptions through. However, to its credit 5e doesn't require a specific playstyle and could be jury-rigged into a functional Grand Strategy-style game - making it old school. It also simplifies many progression issues and leveling expectations baked in 3e and 4e. Advancement benefits that became more visibly problematic as the games aged.</p><p></p><p>I think most of the reason people don't switch to a new edition is less about sticking with what they know than the absence in the new game for things they already have. I'm not looking for the 4e experience, but I can respect its tight skirmish combat game with its rewarding high player difficulty. That's not quite so much in 5e, so even relative newcomers can hold back from switching.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6718910, member: 3192"] Early D&D was a Grand Strategy-style wargame, except designed as a cooperative game. Like all the computer RPG copies you try and "beat" the game, or really, get as much XP and treasure as you can generally. This is done by [I]gaming[/I] the game world. D&D was a game designed like any other game, but had so many rules behind all that world behavior it warranted publishing them in hardback. I don't think any game in history did that before. 5e is a storygame where the DM is a player and is expected to improvise. Players aren't treating the game situation like a game, but rather as a shared narrative. These aren't just different ways to play, they are not playing a game as a game. And the subsequent design carries these assumptions through. However, to its credit 5e doesn't require a specific playstyle and could be jury-rigged into a functional Grand Strategy-style game - making it old school. It also simplifies many progression issues and leveling expectations baked in 3e and 4e. Advancement benefits that became more visibly problematic as the games aged. I think most of the reason people don't switch to a new edition is less about sticking with what they know than the absence in the new game for things they already have. I'm not looking for the 4e experience, but I can respect its tight skirmish combat game with its rewarding high player difficulty. That's not quite so much in 5e, so even relative newcomers can hold back from switching. [/QUOTE]
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How many people do you know who haven't switched to 5e, and why haven't they?
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