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<blockquote data-quote="howandwhy99" data-source="post: 625024" data-attributes="member: 3192"><p>I think the good people at WOTC do understand that they are making one set of rules that cannot fit all games and gaming styles. When they created 3rd edition, they followed a specific design philosophy that was aimed more at the *game* side of rpgs, than the roleplaying side. Many of the rules are ingenious not only because they work so well, but because they nearly mirror both previous editions' styles of play. </p><p></p><p>I believe WOTC will branch out, as in the D20 Modern game, as they make their system more multigenre. I also think the community is calling for a more modifiable system. I imagine something where heavier roleplaying or a lighter rules base is an option affording more widely differing styles of play.</p><p></p><p>Also, no game can be called "the be all and end all of games". To make an analagy, there is no *perfect* computer programming language. Each has its pros and cons. Most were built for a specific style or two of programming and do well when used as intended.</p><p></p><p>In the same way, the best rpg for your world and your group is going to be one custom designed by an expert game designer. </p><p>WoD has a great system that is very clean numbers-wise. If you play it under different rules, it won't be the same game. (try running the GURPS version sometime). Play it as the designers intended and no *generic* system can beat it.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 625024, member: 3192"] I think the good people at WOTC do understand that they are making one set of rules that cannot fit all games and gaming styles. When they created 3rd edition, they followed a specific design philosophy that was aimed more at the *game* side of rpgs, than the roleplaying side. Many of the rules are ingenious not only because they work so well, but because they nearly mirror both previous editions' styles of play. I believe WOTC will branch out, as in the D20 Modern game, as they make their system more multigenre. I also think the community is calling for a more modifiable system. I imagine something where heavier roleplaying or a lighter rules base is an option affording more widely differing styles of play. Also, no game can be called "the be all and end all of games". To make an analagy, there is no *perfect* computer programming language. Each has its pros and cons. Most were built for a specific style or two of programming and do well when used as intended. In the same way, the best rpg for your world and your group is going to be one custom designed by an expert game designer. WoD has a great system that is very clean numbers-wise. If you play it under different rules, it won't be the same game. (try running the GURPS version sometime). Play it as the designers intended and no *generic* system can beat it. [/QUOTE]
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