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Jeff Grubb on WotC and layoffs
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<blockquote data-quote="Tymophil" data-source="post: 5756875" data-attributes="member: 46923"><p>It may be because I am French, but you seem to draw a picture of D&D that doesn't match my experience at all. D&D4 sold so poorly that it is not published any more in French... Still Pathfinder is, despite a terrible translation.</p><p></p><p>From MY point of view, it SEEMS that, nowadays, WotC emphasizes format and deadlines over content. For example, I can't seem to understand why the adventure included in the D&D4 Dungeon Master's Guide is so poor : monsters plus trap, then monsters plus trap, then monsters plus trap, then... It is boring as hell. Who reviewed Mr. Wyatt work? It is obvious that this is going to bore people!</p><p>Why is the Skill Challenge rule so poorly implemented in this book? Why are there no skill challenge in the included adventure? Once again, who reviewed the author's work? D&D4 introduced new concepts, it needed a good work to make it come across to players. This was not done. The adventures never played on the strength of D&D4. I would go as far as say that it stressed its weaknesses. It was obvious, why did noone see it at WotC? </p><p></p><p>First, I have to say that I found, and still find, almost all published adventures from TSR, WotC bland at best, terrible at worst. I have DMed very few of them over time, though I played, as a PC, my share of them and read (and bought) lots of modules in the last four decades.</p><p>Very, very few modules have been interesting over time. Some background material have been inspiring (PlaneScape comes to mind), some Dungeon magazine adventures were good, but almost every module I bought from TSR, WotC was never used. Most of the time, I simply looked at format to inspire me. But the synopsis, the plot, the hooks were always terrible.</p><p>In its days, Ravenloft was a success, sure. So was DragonLance. But, let's face it, when they published those adventures, I was playing much better adventures written by amateurs Dungeon Masters in magazines or simply unpublished modules for the week-end game. Both Ravenloft and DragonLance (railroaded as can be) were poor by that standard, but seemed strikingly good because everything else was simply terrible. So people who played modules mainly thought that these were masterpieces. I don't think they were, and nostalgia won't be enough to make them shine.</p></blockquote><p></p>
[QUOTE="Tymophil, post: 5756875, member: 46923"] It may be because I am French, but you seem to draw a picture of D&D that doesn't match my experience at all. D&D4 sold so poorly that it is not published any more in French... Still Pathfinder is, despite a terrible translation. From MY point of view, it SEEMS that, nowadays, WotC emphasizes format and deadlines over content. For example, I can't seem to understand why the adventure included in the D&D4 Dungeon Master's Guide is so poor : monsters plus trap, then monsters plus trap, then monsters plus trap, then... It is boring as hell. Who reviewed Mr. Wyatt work? It is obvious that this is going to bore people! Why is the Skill Challenge rule so poorly implemented in this book? Why are there no skill challenge in the included adventure? Once again, who reviewed the author's work? D&D4 introduced new concepts, it needed a good work to make it come across to players. This was not done. The adventures never played on the strength of D&D4. I would go as far as say that it stressed its weaknesses. It was obvious, why did noone see it at WotC? First, I have to say that I found, and still find, almost all published adventures from TSR, WotC bland at best, terrible at worst. I have DMed very few of them over time, though I played, as a PC, my share of them and read (and bought) lots of modules in the last four decades. Very, very few modules have been interesting over time. Some background material have been inspiring (PlaneScape comes to mind), some Dungeon magazine adventures were good, but almost every module I bought from TSR, WotC was never used. Most of the time, I simply looked at format to inspire me. But the synopsis, the plot, the hooks were always terrible. In its days, Ravenloft was a success, sure. So was DragonLance. But, let's face it, when they published those adventures, I was playing much better adventures written by amateurs Dungeon Masters in magazines or simply unpublished modules for the week-end game. Both Ravenloft and DragonLance (railroaded as can be) were poor by that standard, but seemed strikingly good because everything else was simply terrible. So people who played modules mainly thought that these were masterpieces. I don't think they were, and nostalgia won't be enough to make them shine. [/QUOTE]
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