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<blockquote data-quote="Warbringer" data-source="post: 6048770" data-attributes="member: 14391"><p>So... just summarizing</p><p></p><p>it needs to be simple (at the core)</p><p> - clear rules</p><p> *quick easy character generation</p><p> *clear choices at advancement</p><p> *sub systems should be very intuitive (or will turn off new players)</p><p> - simple action economy</p><p> *fast table play</p><p> *all players get a chance to shine</p><p> - easy and quick to design a session</p><p> - needs clearly defined "roles" that a class fills in the party</p><p> *could be 4e based (intuitive)</p><p> *could be based on strengths/weakness across the three pillars </p><p></p><p>it needs to have something "new" to pull players out of their existing games</p><p> - but it needs not to contravene to heaviliy the above</p><p></p><p>it needs to be well marketed/supproted by hasbro</p><p></p><p>designers need to make brave decisions about legacy rules (even if the flavor feels D&D)</p><p></p><p>** apologies, paragraphing not sticking</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6048770, member: 14391"] So... just summarizing it needs to be simple (at the core) - clear rules *quick easy character generation *clear choices at advancement *sub systems should be very intuitive (or will turn off new players) - simple action economy *fast table play *all players get a chance to shine - easy and quick to design a session - needs clearly defined "roles" that a class fills in the party *could be 4e based (intuitive) *could be based on strengths/weakness across the three pillars it needs to have something "new" to pull players out of their existing games - but it needs not to contravene to heaviliy the above it needs to be well marketed/supproted by hasbro designers need to make brave decisions about legacy rules (even if the flavor feels D&D) ** apologies, paragraphing not sticking [/QUOTE]
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