Alaxk Knight of Galt
First Post
4E: Create a new game based roughly on the exception-based design of Magic: The Gathering. Remove almost all the legacy clunk in an attempt to make things balanced and fun from a gameplay standpoint (although critically, not from a flavour or suspension of disbelief standpoint, IMO). Try and get the game online. Try and sell miniatures. Try and be hip and different enough flavourwise draw some of the WoW and Harry Potter crowd. Ignore generic pulp fantasy simulation to a degree, but do an ourobouros so that D&D eats it's own tail with an identifiable specific and trademarkable IP in the core and is difficult to relate to anything but itself (a direction started out in OD&D with things like the cleric, but arguably fetishised with Praemal, Eberron, and 4E. Hello dragonborn, hello warlord, hello eladrin). Overhaul flavour so that it's more fun from a metagame standpoint, is compromised by crunch or handwaved when the two conflict, and has a specific, identifiable IP which can no longer do classic pulp fantasy without banning core races and at least one class. All splat becomes core to sell more books.
I suspect 4E is much influenced by M:tG, WoW and GW. M:tG for the exception-based design, random collectables and M:tG Online. WoW and GW for the identifiable IP (Dragonborn vs taurens? Eladrin vs eldar?). GW for firing the customer base periodically - after all, grognards already own an army, so they're of no more use to the company unless those minis are rendered obsolete. I suspect that might have given WOTC the "who cares about retention" direction that 4E has in not tipping it's cap to D&D flavour continuity in the same way that 3E did.
With all respect, some of these 4E design goals don't hold water with my experiences.
Magic the Gathering: As a player of MTG, I see little to no influence on DnD from Magic. Can you supply some examples? Magic (since 6th edition) game-play is based on a stack concept (First in last out (the first card cast is the last card to be resolved)) and alternating turns divided into phases (untap, upkeep, draw, main phase, attack phase, second main phase, clean up). DnD has had alternating turns since I started playing it in 1997 using initiative to determine who acts first each round.
DnD Miniatures: These are a purely optional item. You can run DnD just fine with a battle mat and a few tokens, just like 3.X, 3.0, 2nd, and 1st. The miniatures are an extra that you may elect to purchase or you may elect to pass on depending on the value you feel they add to your game. Furthermore, there are plenty of non-random DnD minis you can purchase if you dislike the random model (I loath the random mini booster pack). For example reaper now has a pre-painted non-random minis for sell in their Legend product line
DnD On-line: I hate to say it, but your currently discussing DnD on-line

WoW: Tauren is better described as a Minotaur (bull/man hybrid) in their physical appearance and Native American in their cultural.
Customer Service Retention: Quite possibly the strangest point in your discussion, at least in relation to my own games. I've never had a need to call customer service for DnD. The idea is completely alien to me. Once the DM says yeah or nay, the issue is resolve. If the Customer Service department for DnD were all turned into fuzzy sheep there would be zero impact on the DnD games I play.
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