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Will trying to maintain legacy and the "feel" of D&D hurt innovation?
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<blockquote data-quote="Ahnehnois" data-source="post: 5824817" data-attributes="member: 17106"><p>Limitations often inspire creativity. Trying to maintain tropes of D&D and a certain "feel" is hardly antithetical to good game design. (Trying to balance the game to the point where it is idiot-proof, for example, is). What about the converse: would trying to design a game without having the history of D&D to work with limit its playability?</p><p></p><p>Certainly, none of the many non-D&D TTRPGS that have emerged in the past few decades has even approached the success of D&D. (That's discounting PF, which is D&D, arguably moreso than the game that currently carries the brand name). Which brings us to:</p><p>Simply because 4e is "new" doesn't make it "better". The business environment you're describing shows that pretty clearly. I hope you're not equating dislike of 4e with some kind of intellectual conservativism or stubbornness. 4e is not what I would call innovation.</p><p></p><p>But 3e was. I think it's easily forgotten the state that D&D was in before 3e, and what the launch did to it. Are there some who feel that 3e is "not D&D"? I'm sure there are, and you can't please everyone. 3e nonetheless pleased a great number of people (including most of the people who play 4e today) by being adaptible and mechanically consistent. When I read the goals of 5e, basically what they're saying is they're trying to duplicate 3e, but better, simpler, more intuitive, and more balanced. While not easy by any means, this is an entirely feasible goal, and certainly a desirable one.</p><p>"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction." - Albert Einstein</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5824817, member: 17106"] Limitations often inspire creativity. Trying to maintain tropes of D&D and a certain "feel" is hardly antithetical to good game design. (Trying to balance the game to the point where it is idiot-proof, for example, is). What about the converse: would trying to design a game without having the history of D&D to work with limit its playability? Certainly, none of the many non-D&D TTRPGS that have emerged in the past few decades has even approached the success of D&D. (That's discounting PF, which is D&D, arguably moreso than the game that currently carries the brand name). Which brings us to: Simply because 4e is "new" doesn't make it "better". The business environment you're describing shows that pretty clearly. I hope you're not equating dislike of 4e with some kind of intellectual conservativism or stubbornness. 4e is not what I would call innovation. But 3e was. I think it's easily forgotten the state that D&D was in before 3e, and what the launch did to it. Are there some who feel that 3e is "not D&D"? I'm sure there are, and you can't please everyone. 3e nonetheless pleased a great number of people (including most of the people who play 4e today) by being adaptible and mechanically consistent. When I read the goals of 5e, basically what they're saying is they're trying to duplicate 3e, but better, simpler, more intuitive, and more balanced. While not easy by any means, this is an entirely feasible goal, and certainly a desirable one. "Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction." - Albert Einstein [/QUOTE]
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Will trying to maintain legacy and the "feel" of D&D hurt innovation?
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