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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Crazy Jerome" data-source="post: 5986263" data-attributes="member: 54877"><p>Yes. That's the distinctions between a game framework, a core system, and modules. And then you also have distinctions between modules, too. Me, I think the only thing that will meet their stated intent is something close to:</p><ol> <li data-xf-list-type="ol">Fairly complex framework, well designed.</li> <li data-xf-list-type="ol">A "core system" that uses a portion of that framework to deliver a BECMI/RC type experience.</li> <li data-xf-list-type="ol">The "core system" is packaged, early, with a <strong>few</strong> key modules to provide as wide a scope as possible, such as non-Vancian and Vancian options.</li> <li data-xf-list-type="ol">Supplements then provide more options, which fully explore the complex framework.</li> </ol><p>That's a tough order to do from scratch, as it assumes a lot of work to get to your first customer product, the packaged "core system" + key modules. In essense, the "core system" has to be entirely compatible with a sophisticated framework, but not directly express large chunks of it in the interest of simplicity. Systems like GURPS and Hero could be used to do this now (if the owners wanted), but then they have the benefit of already working out the framework and core system over multiple versions. WotC has the playtest to get the framework and core system right, while expressing it as an evolving, packaged product. </p><p> </p><p>We are more likely to get the typical Microsoft result. It's a mostly workable thing, and you can kind of see where they are headed, but you know that major pieces of it are gonna get overhauled entirely in versions 2 and 3. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5986263, member: 54877"] Yes. That's the distinctions between a game framework, a core system, and modules. And then you also have distinctions between modules, too. Me, I think the only thing that will meet their stated intent is something close to: [LIST=1] [*]Fairly complex framework, well designed. [*]A "core system" that uses a portion of that framework to deliver a BECMI/RC type experience. [*]The "core system" is packaged, early, with a [B]few[/B] key modules to provide as wide a scope as possible, such as non-Vancian and Vancian options. [*]Supplements then provide more options, which fully explore the complex framework. [/LIST]That's a tough order to do from scratch, as it assumes a lot of work to get to your first customer product, the packaged "core system" + key modules. In essense, the "core system" has to be entirely compatible with a sophisticated framework, but not directly express large chunks of it in the interest of simplicity. Systems like GURPS and Hero could be used to do this now (if the owners wanted), but then they have the benefit of already working out the framework and core system over multiple versions. WotC has the playtest to get the framework and core system right, while expressing it as an evolving, packaged product. We are more likely to get the typical Microsoft result. It's a mostly workable thing, and you can kind of see where they are headed, but you know that major pieces of it are gonna get overhauled entirely in versions 2 and 3. :p [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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