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L&L: Putting the Vance in Vancian
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<blockquote data-quote="Odhanan" data-source="post: 5833573" data-attributes="member: 12324"><p>Are we talking about the core-sans-modules, or the whole game including modules? I have nothing against options... as options. I think that's really what is not computing with me right now: the core of the game is supposed to be just that. The core of the game experience. Customization and options are the realm of modules, of add-ons. I am more happy with a central core that relies on the imagination of the players primarily. I'd be fine with that kind of core. Other players who want options and stuff could use the modules. </p><p></p><p>I think you can't go about this in 36 different ways: it is much simpler to add options than substract them. As such the core is the simplest expression of the game. It should be. From there you add options you can trigger on and off to reflect your particular playstyles. </p><p></p><p>You can't start with feats and skills being the part of the core-sans-modules when these things are not core to the D&D experience itself, unless you're telling me that iterations such as AD&D, OD&D, B/X, Holmes et al. somehow "got it wrong" or should not be considered as being part of this shared experience, in which case there is SUCH a disconnect as to what we think the core of D&D is there can be no possible common ground from there. </p><p></p><p>The aim for the designers shouldn't be IMO whether to have the core be/reflect AD&D OR 3rd ed OR 4th ed. The aim should be to have the core be what is COMMON between these iterations of the game so that, THEN, with modules, you can recreate AD&D AND 3rd ed AND 4th ed by toggling them on and off.</p><p></p><p>Starting with Skills and Feats is a non-starter. It's bone-headed.</p><p></p><p>It's a simple question of logic, in my opinion.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 5833573, member: 12324"] Are we talking about the core-sans-modules, or the whole game including modules? I have nothing against options... as options. I think that's really what is not computing with me right now: the core of the game is supposed to be just that. The core of the game experience. Customization and options are the realm of modules, of add-ons. I am more happy with a central core that relies on the imagination of the players primarily. I'd be fine with that kind of core. Other players who want options and stuff could use the modules. I think you can't go about this in 36 different ways: it is much simpler to add options than substract them. As such the core is the simplest expression of the game. It should be. From there you add options you can trigger on and off to reflect your particular playstyles. You can't start with feats and skills being the part of the core-sans-modules when these things are not core to the D&D experience itself, unless you're telling me that iterations such as AD&D, OD&D, B/X, Holmes et al. somehow "got it wrong" or should not be considered as being part of this shared experience, in which case there is SUCH a disconnect as to what we think the core of D&D is there can be no possible common ground from there. The aim for the designers shouldn't be IMO whether to have the core be/reflect AD&D OR 3rd ed OR 4th ed. The aim should be to have the core be what is COMMON between these iterations of the game so that, THEN, with modules, you can recreate AD&D AND 3rd ed AND 4th ed by toggling them on and off. Starting with Skills and Feats is a non-starter. It's bone-headed. It's a simple question of logic, in my opinion. [/QUOTE]
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