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So What IS Happening to Tabletop Roleplaying Games? Dancey & Mearls Let You Know!
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<blockquote data-quote="Li Shenron" data-source="post: 7653567" data-attributes="member: 1465"><p>I'm just going to say that IMHO making the minimum <em>mandatory</em> work as small as possible is the way to go, simply because you can always do more if you want.</p><p></p><p>If you have published adventures and a system that is light enough so that you barely have to read an adventure once before running the game, still nothing prevents you from devoting weeks to write your own highly detailed adventure. But if you don't have published adventures, or if the system is heavy and requires you to study an adventure and do more preparation work, you just have to do it.</p><p></p><p>If you have rules that let you run a combat in 15 minutes and a reasonable adventure in an evening, nothing prevents you to add extra rules to make combat more complicated, or to still design a long saga that takes a year to finish. But if you have the basic combats last an hour and a half, it's harder to fix it the other way around.</p><p></p><p>If you have easy monster and NPC creation rules, so that you can 10 minutes while waiting for the train to design a new monster on your smart phone, nothing stops you from taking a whole weekend to design an entire ecology of monsters. But if the rules require 2 hours to make a mid-level NPC or monster, then you really have no choice.</p><p></p><p>I think Mearls is on the right track with this, he's simply acknowledging that D&D has to be flexible and adapt to the <em>little </em>time that a lot of people have available nowadays, either because they are 20 years older with jobs and families, or because they have many more interests/hobbies to pursue, or because the younger generations maybe just have a shorter attention span. The lucky ones who still have plenty of times don't have any disadvantage from a light and flexible system, they are just going to do more stuff in the same amount of time.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7653567, member: 1465"] I'm just going to say that IMHO making the minimum [I]mandatory[/I] work as small as possible is the way to go, simply because you can always do more if you want. If you have published adventures and a system that is light enough so that you barely have to read an adventure once before running the game, still nothing prevents you from devoting weeks to write your own highly detailed adventure. But if you don't have published adventures, or if the system is heavy and requires you to study an adventure and do more preparation work, you just have to do it. If you have rules that let you run a combat in 15 minutes and a reasonable adventure in an evening, nothing prevents you to add extra rules to make combat more complicated, or to still design a long saga that takes a year to finish. But if you have the basic combats last an hour and a half, it's harder to fix it the other way around. If you have easy monster and NPC creation rules, so that you can 10 minutes while waiting for the train to design a new monster on your smart phone, nothing stops you from taking a whole weekend to design an entire ecology of monsters. But if the rules require 2 hours to make a mid-level NPC or monster, then you really have no choice. I think Mearls is on the right track with this, he's simply acknowledging that D&D has to be flexible and adapt to the [I]little [/I]time that a lot of people have available nowadays, either because they are 20 years older with jobs and families, or because they have many more interests/hobbies to pursue, or because the younger generations maybe just have a shorter attention span. The lucky ones who still have plenty of times don't have any disadvantage from a light and flexible system, they are just going to do more stuff in the same amount of time. [/QUOTE]
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