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<blockquote data-quote="Morrus" data-source="post: 5901730" data-attributes="member: 1"><p>OK. I thought I specifically said that I didn't think anyone was advocating Gygax's writing style, and that my preference was 3/4 towards 3E/Pathfinder. I'm no writer, though, so f that wasn't clear, please consider it so now.</p><p></p><p>Theq spell example was 3E. Decades after Gygax left D&D.</p><p></p><p>For reference, though, 4E's interminable list of powers takes up a far larger portion of the book than 2E's spells. I find that a curious objection.</p><p> </p><p></p><p></p><p>Yup. They can't win. If you like it, I won't; and vice versa. They'll lose one of us, whatever they do.</p><p></p><p></p><p></p><p>I'm definitely not being clear enough, then. That ring fencing is what I hate. It was the very thrust of my article; at least it was supposed to be! To clarify: I don't like the way prose and data are separated out into separate entries. I prefer them mixed. Thus my first example, rather than my second.</p><p></p><p></p><p></p><p>Oh, art is certainly vital. I've avoided the subject so far, but I believe that's even more of a landline. The choice of art style is as inviting/alienating as the rules themselves. Again, that's going to polarise people. Spikes and anime? Count me out. A portly fighter with a beard? Works for me. A ninja halfling? Count me out. A stubby hobbit with hairy feet and food stains on his clothes? Count me in. A muscular, beautiful scantily-clad adventuring party? Count me out. A group of adventurers weary and burdened down by their backpacks? Count me in. </p><p></p><p>Art choice is probably the most subjective part of the design process. I don't envy them, because art is the most evocative part of design. You picture speaks a thousand words. It will communicate the intent of the game far quicker and more viscerally than any text will.</p></blockquote><p></p>
[QUOTE="Morrus, post: 5901730, member: 1"] OK. I thought I specifically said that I didn't think anyone was advocating Gygax's writing style, and that my preference was 3/4 towards 3E/Pathfinder. I'm no writer, though, so f that wasn't clear, please consider it so now. Theq spell example was 3E. Decades after Gygax left D&D. For reference, though, 4E's interminable list of powers takes up a far larger portion of the book than 2E's spells. I find that a curious objection. Yup. They can't win. If you like it, I won't; and vice versa. They'll lose one of us, whatever they do. I'm definitely not being clear enough, then. That ring fencing is what I hate. It was the very thrust of my article; at least it was supposed to be! To clarify: I don't like the way prose and data are separated out into separate entries. I prefer them mixed. Thus my first example, rather than my second. Oh, art is certainly vital. I've avoided the subject so far, but I believe that's even more of a landline. The choice of art style is as inviting/alienating as the rules themselves. Again, that's going to polarise people. Spikes and anime? Count me out. A portly fighter with a beard? Works for me. A ninja halfling? Count me out. A stubby hobbit with hairy feet and food stains on his clothes? Count me in. A muscular, beautiful scantily-clad adventuring party? Count me out. A group of adventurers weary and burdened down by their backpacks? Count me in. Art choice is probably the most subjective part of the design process. I don't envy them, because art is the most evocative part of design. You picture speaks a thousand words. It will communicate the intent of the game far quicker and more viscerally than any text will. [/QUOTE]
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