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General Tabletop Discussion
*TTRPGs General
The New Design Philosophy?
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<blockquote data-quote="pogre" data-source="post: 2967386" data-attributes="member: 6588"><p>I think the design philosophy reflects a broader general demand for the game. You can poo-poo the thing as just trying to get video gamers, but that's akin to saying they are just trying to appeal to highschoolers, and well, yeah - they are. And should.</p><p></p><p>The designers should be relativewly unconcerned with the needs of a sophisticated DM - we're all different and we can adjust. They need to be most concerned with two groups - folks getting into the game and having fun right away and those with limited time who want maximum fun in the time they have. Consideration for hardcores like us has to be secondary at best.</p><p></p><p>The number one complaint from folks about 3E is it is too complicated. The entry level to the game is just too high.</p><p></p><p>The task then for D&D designers is two-fold:</p><p></p><p>1. Simplify.</p><p>2. Greater ease of use.</p><p></p><p>Complications are easy - simplifications are where the true geniuses of design shine.</p><p></p><p>To bring it full circle - the CR table should reflect the basic D&D encounter - a fight with monsters. Let the sophisticated DM who uses his monsters in a myriad of interesting ways also figure out the appropriate XP award.</p></blockquote><p></p>
[QUOTE="pogre, post: 2967386, member: 6588"] I think the design philosophy reflects a broader general demand for the game. You can poo-poo the thing as just trying to get video gamers, but that's akin to saying they are just trying to appeal to highschoolers, and well, yeah - they are. And should. The designers should be relativewly unconcerned with the needs of a sophisticated DM - we're all different and we can adjust. They need to be most concerned with two groups - folks getting into the game and having fun right away and those with limited time who want maximum fun in the time they have. Consideration for hardcores like us has to be secondary at best. The number one complaint from folks about 3E is it is too complicated. The entry level to the game is just too high. The task then for D&D designers is two-fold: 1. Simplify. 2. Greater ease of use. Complications are easy - simplifications are where the true geniuses of design shine. To bring it full circle - the CR table should reflect the basic D&D encounter - a fight with monsters. Let the sophisticated DM who uses his monsters in a myriad of interesting ways also figure out the appropriate XP award. [/QUOTE]
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