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The Future of D&D Seminar - Full Video from PAX East
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<blockquote data-quote="billd91" data-source="post: 5875756" data-attributes="member: 3400"><p>I agree. But I will say that I think a lot of the "feel" of a set of rules depends on how they are presented, the fluffy wrapper around the crunchy content. And the more wrapper you provide in flavor, the more feel the rules have above and beyond what the rules themselves do.</p><p></p><p>To use an example, I have been a fan of Traveller for a long time. As Traveller developed into MegaTraveller, you got a strong impression that the PCs were "gentlemen adventurers" embarking on a second career after a previous one (typically military or paramilitary) that set their skills and experiences. You could fairly easily see the elements of society that would be familiar to anyone studying Victorian or even Roman history, infused with a dose of laissez-faire trading and entrepreneurship, possibly mercenary in nature. When Traveller New Era came down the pipe, the fluffy coating the rules got via setting was changed via interstellar catastrophe and the presentation became even more militant, incorporating a lot of military jargon as well as co-opting the rule engine from a military post-apocalyptic game (Twilight 2000). That changed the game's feel radically to me and I dropped new developments in my favorite sci-fi role playing game like it was a hot potato. And that's without ever seeing a single adventure.</p><p></p><p>It's tempting to say it was the setting that really did it, but that's not all of it. I didn't like the post-apocalyptic setting, true. But I really chafed at the style of presentation. I did the same with Planescape and it's annoying patois, so I never picked up many of the products nor gave the setting much consideration. The feel, or at least the feel of the presentation, was NOT what I wanted to experience.</p></blockquote><p></p>
[QUOTE="billd91, post: 5875756, member: 3400"] I agree. But I will say that I think a lot of the "feel" of a set of rules depends on how they are presented, the fluffy wrapper around the crunchy content. And the more wrapper you provide in flavor, the more feel the rules have above and beyond what the rules themselves do. To use an example, I have been a fan of Traveller for a long time. As Traveller developed into MegaTraveller, you got a strong impression that the PCs were "gentlemen adventurers" embarking on a second career after a previous one (typically military or paramilitary) that set their skills and experiences. You could fairly easily see the elements of society that would be familiar to anyone studying Victorian or even Roman history, infused with a dose of laissez-faire trading and entrepreneurship, possibly mercenary in nature. When Traveller New Era came down the pipe, the fluffy coating the rules got via setting was changed via interstellar catastrophe and the presentation became even more militant, incorporating a lot of military jargon as well as co-opting the rule engine from a military post-apocalyptic game (Twilight 2000). That changed the game's feel radically to me and I dropped new developments in my favorite sci-fi role playing game like it was a hot potato. And that's without ever seeing a single adventure. It's tempting to say it was the setting that really did it, but that's not all of it. I didn't like the post-apocalyptic setting, true. But I really chafed at the style of presentation. I did the same with Planescape and it's annoying patois, so I never picked up many of the products nor gave the setting much consideration. The feel, or at least the feel of the presentation, was NOT what I wanted to experience. [/QUOTE]
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