Lanefan
Victoria Rules
Sorry for the delayed response; I don't always get in here every day...
I don't know if it's still out there, but there was an article booting around online for a long time by Ryan Dancey regarding that research and how it was conducted. The salient points for this discussion were:
The research was done in the 1998-99 period. If you put your age down as higher than a certain amount (I think it was 35, it might have been lower) your response was thrown out. Which means, all the responses from older gamers, including:
- those who got in during the late '70's-early '80's while in college and stayed in, thus around 20 years old then and mostly too old for the late '90's survey criteria
- those who simply got into the game later in life
- me
were invalidated...yet simple logic dictates that older, more settled players are very likely going to have longer, more settled games and campaigns. But settled campaigns don't represent a high-buy market...
By excluding these responses, they tailored the survey to produce the results they wanted (i.e. to indicate shorter, less stable campaigns as the norm) and then designed the game to suit those results.

Lanefan
I've said it many times, but once more never hurts: WotC's market research (what they used going in to 3e) was badly-enough flawed to be close to garbage.But, Lanefan, sure, that's fine for you. But would you consider yourself to be representative of the majority of gamers out there? Would you consider a 12 year campaign to be the norm?
I certainly wouldn't. WOTC's market research also wouldn't. It was made pretty clear that the average group and campaign lasts about two years tops.
I don't know if it's still out there, but there was an article booting around online for a long time by Ryan Dancey regarding that research and how it was conducted. The salient points for this discussion were:
The research was done in the 1998-99 period. If you put your age down as higher than a certain amount (I think it was 35, it might have been lower) your response was thrown out. Which means, all the responses from older gamers, including:
- those who got in during the late '70's-early '80's while in college and stayed in, thus around 20 years old then and mostly too old for the late '90's survey criteria
- those who simply got into the game later in life
- me
were invalidated...yet simple logic dictates that older, more settled players are very likely going to have longer, more settled games and campaigns. But settled campaigns don't represent a high-buy market...
By excluding these responses, they tailored the survey to produce the results they wanted (i.e. to indicate shorter, less stable campaigns as the norm) and then designed the game to suit those results.
Too bad. But if you ever settle down in Victoria BC, join my game and I'll convince you otherwise.Sure, if you are in a situation where you can think that long term, that's great. But, I really don't want to play a game that presumes that as a starting point.

But, even to that extent, you admit it was a consideration. (see below)What's the point of designing a game with assumptions that you know to be untrue most of the time?
And this gets back to the whole design question in my mind. I agree with you actually. I think Gygax and co. did design the game for what they played at THEIR table. This is how it worked for them. I don't think that "balance" was a real consideration beyond what worked at their table.
And nor should they, really. It was more "here's what works for us, and we know it works; but if it doesn't work for you then tweak it till it does". Quite a different approach than pretty much any edition since...They didn't sit down and work from the position that the game should work at most tables.
Which contradicts what you say above. Balance *was* a design goal, as defined by how balance worked at EGG's table and-or the tables of others with whose games he had experience or knowledge. And even if that balance was intended to be similar to RC's balance-in-play, it's still balance by design.If you play the way Gygax played, then probably 1e works great for you and it will likely be balanced to a pretty decent degree. Not because balance was a design priority, but because it worked at their table, so it probably will work at yours (not you specifically Lanefan, just the general you this time.) As soon as you started deviating from those baseline assumptions, balance goes straight out the window.
Ariosto claims that there is a large window for PC wealth, for example. He's right, the 1e DMG gives little to no guidance on how much wealth a PC should have at a particular level. Thus, we see groups where 5th level characters have Vorpal swords and groups where 10th level characters are lucky to have a +1 Spoon.
I would argue that neither group is particularly well balanced. It's only balanced because the DM massages the system so that challenges match up - either bumping up the difficulty by using nastier monsters, or using weaker monsters. Thus we achieve Raven Crowkings "Balance in Play" model. In the end, the game leaves it up to the DM to achieve balance, thus, I would argue, that balance is not a design goal of the game.
Lanefan