[WotC's recent insanity] I think I've Figured It Out

Asking for a new WoL or MoI is a bit of bad advice, considering that, as far as I know, both books sold very poorly.

Also D&D has always had gamist functions due to the narrative construct of, you know, being a game. As soon as a dice is involved, you ain't freeforming.
 

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I'm sorry, but this idea that WotC is somehow turning the game into nothing but a hack and slash is utter nonsense.

D&D now has bigger and more robust support for non-combat activities then it ever did previously. Rituals, skill challenges, utility powers, these are all things that are meant to be used outside of combat.

There is no guide to sandbox gaming, or a guide to DMing, because DMing is 100% experience. You will never learn enough - if anything - from a book that can replace that. Good DMs aren't ones that read Random Bloke's Guide to DMing, they're DMs that have played though a good number of games, DMed a good number of games, have a good sense of creativity, and some wit to balance it all out.

Could someone point out to me what in 3.x or 4e makes it so impossible to create imaginary worlds? Somehow I've managed to do just that just fine. Either I'm an amazing genius, or it ain't the system that's broken. And I'll give you a hint - I'm not that amazing of a genius.

WotC isn't encouraging anything. You're finding subtext where there is none.
 

Tell ya what though!

I'd love it if they actually completed that dam Virtual Tabletop they promised us waaaay back before 4e was actually out. Was what caught my initial attention, really as far as digitial. :confused:

It'd be handy for running games when you're unable to actually get a group face to face. I mean, there ARE virtual tabletops, but nothing like what they presented as "the future".


Let's get these two out of the way first before I hit the interesting stuff...



And I know I'm sick of snarky comments that add nothing to a conversation.



I think you missed the point of the thread, or at least much of the forest for specific trees.

As a general rule I have preferred each new edition to the one prior to it. This does not mean that something crucial hasn't been lost in the process.



Good points, Matt. I do, however, think you are missing something very key, which is that while 4E may be fun it can't possible compete with the style of funness (or funnity?) of World of Warcraft and other computer games. No matter what nifty gadgets and doodads it employs, no matter what modernized tropes it utilizes and idiosyncratic sacred cows it slays, it can't compete with CGI, with MMORGs, with Playstations and XBoxes.

A tabletop RPG couldn't possibly have 25 million players in today's cultural context because of the advancement and prevalence of video games. Sure, they were around in the 80s but they weren't nearly so advanced or immersive, there was no World of Warcraft, and most kids didn't have home consoles (remember video arcades?).

It is a very simple principle, really. If you are given the option of either a ton of organic ingredients to make your own gourmet meal with or you can order a pizza delivered to your house in 20 minutes, 90+% of people order the pizza 90+% of the time. The path of least resistance which, in the end, offers less reward.

Now I hear and agree with you that WotC almost has to appeal to a new generation of gamers--and there is certainly nothing inherently wrong with that. I just think that "trying to stay relevant" is a doomed endeavor from the start, sort of like the 40-year old dorky dad who tries to be hip around his kid's 13-year old friends. In a sense we have at WotC a bunch of 40-year old dorky dads (or rather, aging geeks) who are trying to be hip, or create something hip, for 12-15 year olds. Will it work? Maybe to some extent, but I don't think so, not in the long run.

(A quick aside: I remain open in general, but I do have some optimism for the board games to bring in new players. Board games as a classic endeavor that families can play together in a social and face-to-face way that can't be done with video games. If 40-year old dads who haven't played D&D since the 80s get their kids Wrath of Ashardalon, not only might their interest in all things D&D be rekindled, but their kids might get into it.)

There's that famous phrase from an otherwise cheesy movie, Field of Dreams: "If you build it they will come." This is why I think the folks at WotC should never lose sight of the diehard fanbase, because we are the ones that know the game; we are the litmus test for its greatness; we have seen it all, done it all (or at least read about someone who has seen or done it all!).

Obviously it isn't either/or, either try to please the diehard fanbase--who are ultimately unpleasable, at least as a group--or try to draw in a new generation of gamers, which won't happen to the degree that WotC hopes or, in my opinion, in the way that they have been trying to draw them in, at least outside of Castle Ravenloft and Wrath of Ashardalon. It is both. But I would focus on making D&D the RPG the best possible tabletop/pen-and-paper RPG that it can be, and for all of the frills--DDI, miniatures, and all the other doodads--to remain just that, frills, and thus optional and secondary to the tabletop game itself. And I would also create secondary products like boardgames and even video games to try to draw kids in.



Yeah, I know, I agree with you--I was being facetious. Actually, the original post started as a purely comedy bit but then ended up getting more serious.

Obviously WotC wants its old fans back - it needs its old fans because we are the folks that buy most of the product. I mean, it is generally known that a large percentage--50% or more--of all RPG sales are from a very small segment--10% or less--of the total gaming population. Just as in many (most?) gaming groups the regular DM buys and owns many times the number of gaming products than the rest of the group combined.

What I am saying is that WotC has lost sight of and disenfranchised many old-timers through catering to some idea of what they think will draw in a new generation of gamers. In some ways I think the success of 3E screwed them up a bit because 3E did draw in a lot of newbies, and bring back a ton of retired players--many more than it pushed away. But this wasn't the case with 4E; first of all, a lot of folks stayed with 3.5--or went back to it after trying 4E out--or they eventually went to Pathfinder. And then a few drifted off to older editions or other games. Essentials seems to be mildly successful in drawing people back, but it may be too little, too late.



You are probably right (see my "too little too late" above). That said, I refuse to believe that what I call the Holy Grail of D&D Editions: One Edition to Rule Them All, One Edition to Find them...meaning, an edition of D&D that appeals to everyone (OK, more realistically, most everyone, or more of everyone than has happened before). I think it is possible.



That wasn't my intention. If anything I think that "kids these days" would be more drawn to a D&D that wasn't trying to condescend down to them as being video gaming ADHDers, but rather as trying to invoke and inspire their imaginations. It is my belief that most kids would actually enjoy a great game of D&D more than a video game session if they actually got a chance to play one, in the same way that an organic gourmet meal is actually more enjoyable than fast-food if you really sit down and taste what you are eating.



I hope so! And I think you hit on a key word: enhance, which implies secondary rather than primary. My worry is that D&D is moving to the iPhones and laptops as primary, that DDI is becoming the new core and that, in essence, "5E" will be DDI-as-core. We're going to lose something precious if it does.

I'm not against the technology and enjoy, for example, using the older versions of Monster Builder and Character Builder. But again, as long as they are enhancements. I want my books, I want my face-to-face table-top game, I want my imagination.



Yes, as I said above. Hey, if Howard Kunstler is right, that might just happen!



Interesting post, rounser. While I agree with much of what you wrote, I will turn something around on you: I think it is throwing the baby out with the bathwater to disavow completely modern streamlined game mechanics (I'm not saying that you are saying that, but it seems you are pointing in that direction). I think there is a middle ground which 3E tried to do but it got a bit unwieldy, which is have a very simple core mechanic with endless possible exceptions, modifiers, and other rules added on. Where I think it went wrong is that it was too simple/complicated at the same time. The simplicity was good, but because of it the designers thought they could hang a ton of weight on it without getting out of control. But it did.

4E took a slightly different tactic where they kept the same simple core mechanic but expanded it out a bit so that the the second layer of rules was also simple, also elegant and streamlined and...well, formulaic. And so we go the well-intentioned and clever power structure, which ended up homogenizing the classes.

I don't want to derail the thread, but my view is that the best way (that i can think of, at least) is a more modular design. You still keep the d20 core mechanic but everything becomes modular. You have a very simple basic game that anyone can play as is without adding further rules. This game would be as simple and old school--if not moreso--than OD&D. Then you'd have as many optional modules as you like from alternate class structures to power systems to feats, skills, etc etc as an Advanced game.

This would be a toolbox approach to D&D. Everyone plays Basic D&D, but beyond that everyone has their own version, their own combination of factors.

But I've strayed...
 
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Sadly, my year-long work at a fantasy heartbreaker was undone within ten minutes of reading Savage Worlds.

My game was a sort of 3E/4E hybrid - sort of a 3E chassis with broad(er) 4E powers. Everything was skill/power based. Thought it was a great system until first contact with the Savage Worlds system. Then I realized that my game was far more bloated than I'd ever wanted it to be.

And I think in a sense 4E is that way too; it attempts to be simple (and in many ways its simpler than 3E), but it comes across to my eyes as too clunky. Powers are too fiddly and too much of the game ends up devoted to setting up encounters and not on the fantastic elements of the game (You're battling werewolfs and dragons, not pushing chess pieces around).

I'd like to see WotC strike a better balance between the fiction of the game and the mechanics. Right now, things seem lopsided towards the mechanic ends of the scale. While an RPG makes a poor fiction novel - in that you get an RPG to play, not just read - I, for one enjoy story-heavy RPGs of the likes of 7th sea, L5R, Deadlands and other such games where the fiction has almost as much weight as the mechanics themselves. It may be a game, but it is just as much as a story as well. I just don't feel that WotC is treating both with equal care, and I'm sure you can guess which one I think they're favoring. It's why I haven't been buying D&D products, though I'd very much like to.
 

I sometimes get the feeling that WotC, or any big-time RPG publisher, is a dinosaur made obsolete by evolution. Why? Because a lot of the old big-time publishers' power came from their ability to produce and market books in the old days when you could only get RPG books from brick-and-mortar stores, and the only way someone could market books was by large print runs, which required a huge budget.

But that isn't the case anymore.

We have POD, cheap PDF publishing, cheap small-scale publishing; ANYONE with some time on their hands can produce an RPG and market it online with minimal expenses, even tiny one-man, part-time companies. Why do I have to spend $60 (or more) on each edition of WotC D&D when I can download BFRPG or S&W in PDF format for free (and then print what I need locally) or get the hardcopy for $20 or so, if they fit my playing style better?

There is no need to write your own Fantasy Heartbreaker anymore; someone has probably written something very similar already and offers it for free or for cheap online.

Personally I don't care about WotC anymore. Not that I have anything against them in particular; the games they make (3.xE and 4E) simply don't fit my playing style. BFRPG and S&W do. And it's not out of nostalgia; BFRPG is a clone of BECMI and S&W is a clone of OD&D, and I have NEVER played BECMI or OD&D (I started with 2E); they just fit the way i want to play the game.
 

I've said this before, as loudly as I could, but people seem not to have picked it up. 4E makes killing monsters more fun than it's ever been. We have enough content now that we could all play every week for the rest of our lives and never experience it all.

So I say to the DevTeam. Guys. Killing monsters is a solved problem. What's next?

If everyone started asking this, we'd see change. But I don't think people perceive the problem.

Killing monsters is a solved problem. What's next?

Whaddaya mean "next"? There is no "next".

The fact is that outside of combat, you scarcely need any rules for anything at all. So what is there to actually write? What is there to actually come up with? Just "fluff", basically.

See, the whole model of releasing a bazillion books full of rules and character crunch... it's something of a sham. "Oh boy, next month the Complete Book of I Have No Freaking Imagination comes out." You will hook some people into buying book after book after book after book of essentially the same regurgitated material. Some of the people reading this post right now will some day find themselves buying a book about Drow for 8th Edition D&D. And it will be about the same as all the other ones they've bought throughout their gamer existences.

The fact is, with a reasonable set of basic rules, like OD&D or Classic Traveller, you can spin out a lifetime's worth of role playing stories and always have more stuff to try. If you want something to be different you just tack on a house rule here, or snip one away there. You make your perfect game with a really minimal amount of time investment and never need to look back (if you want to turn D&D into a dreary hours-long slog of bag o' hit points reduction, ala 4E, you can do that too).

So how do you make money in this 'industry'? You first have to invent the industry. Because it's really just a nice little hobby. It doesn't need all these different products, or specialty stores providing whole lines of books, or authors who become well known personalities in the field. Actually, everything that anyone ever needed to have ridiculously awesome gaming for life came out in the 1970's and there's really no need for any further products whatsoever. At best, we can use fresh ideas on worlds, stories and the like.

But game mechanics? Come on. We don't need that stuff. But that's what the Industry has to sell to us, over and over and over again, to stay in business.

You say "What's next?" I say there hasn't been a "next" for at least 30 years. Role playing games themselves are a solved problem and have been for decades.
 

Actually, most of my group and I work at a used bookstore in Redmond. Most books are available for half price. But the PHB, which we've only gotten one copy of in the last year..55 bucks and sold in one day. Sadly we don't get much of a discount on out of print stuff. I think I'll just end up breaking my no laptops rule.


I've seen 3.5 books at my local game store, and for either the cover price or $5 or $10 cheaper. Next time I'm there, I'll see if there are others. Does anyone in your group actually want to buy a print book?
 

I do agree with the post. I'm very disgruntled myself, trying to run a 3.5 game with all the players huddled around my single PHB because they can't afford to buy the 50 to 60 dollar out of print books.
It would really be incredibly easy to pacify me. A reprint. That's it. My imagination hasn't been tapped out, I can keep running games in the same system for a very long time. But in order to continue bringing people into the hobby, I need a little support!

But the main reason I came around to comment, is because I am a video game gal. I started on the Atari when I was 4 years old. I have 8 consoles. And I play the hated WoW.

The thing I feel gets overlooked is that video games and tabletop have always appealed ,to me anyhow, for completely different reasons. I don't think bringing new players in is going to happen by imitating the video game medium. I think the focus should be on what makes it a unique experience.

Video games need not be the doom or our dear hobby! Let each medium do what it does best.

I apologize for the slight derail, I just very often see comments about video games being the reason for D and D going sour and wanted to say something!


I totally agree that video games are not the reason for D&D having less players. At one point, I would have considered myself a fairly hardcore video gamer. Lately, not so much because I've been playing a lot more pen & paper games, but that's besides the point.

Like you, I'm attracted to video games and other types of games for very different reasons than why I play rpgs.


Personally, I feel what the hobby needs is for more people to be willing to teach the game to other people. You'd be surprised at how open people are about trying a game if invited to play. Likewise, I've seen many people who want to play, and then have a bad experience because the other people at the table don't help them along to get into the swing of things during the first few sessions. It's a social hobby; as such, it generally helps if you're a bit more social.

I also think it would help to show people who are new to the hobby that D&D is not the only game out there. This statement is not meant as a slight against D&D. My only point is that not all rpgs play the same way. While many people will try D&D and highly enjoy it, some potential players might be more suited to other games. Without knowing there are other options, I've often found that people play one game (whether it be D&D or something else,) have a so-so experience and assume that all systems and all groups play the same way. As such, they drop the hobby.
 

Whaddaya mean "next"? There is no "next".

I mean the same "next" that guys like Jim Ward and Rob Knutz talk about when they talk about the D&D endgame. I mean the stuff that's littered all throughout the AD&D PHB and DMG. Becoming a Lord, getting a Stronghold, attracting Followers.

I mean the stuff they made the Stronghold Builder's Guide for back in D&D3.

What you have no memory or awareness of is the idea of a Temporal World. Meaning, a world that changes over time and is affected by the choices the players make. That's the world outside the Encounter. The Temporal World, where characters have influence. Where characters can have ambition regardless of what that ambition is.

D&D4 is the first edition of the game that completely lacks that, has no awareness of it. Never raises the question, and I think I know why. But I disagree with WotC's reasoning. I think D&D4 is fun, more fun than any other edition of the game.

But it's time for them to admit, talk about, embrace, the idea of the Temporal World. It's the only thing separating D&D from a boardgame.
 

I mean the same "next" that guys like Jim Ward and Rob Knutz talk about when they talk about the D&D endgame. I mean the stuff that's littered all throughout the AD&D PHB and DMG. Becoming a Lord, getting a Stronghold, attracting Followers.

I mean the stuff they made the Stronghold Builder's Guide for back in D&D3.

What you have no memory or awareness of is the idea of a Temporal World. Meaning, a world that changes over time and is affected by the choices the players make. That's the world outside the Encounter. The Temporal World, where characters have influence. Where characters can have ambition regardless of what that ambition is.

D&D4 is the first edition of the game that completely lacks that, has no awareness of it. Never raises the question, and I think I know why. But I disagree with WotC's reasoning. I think D&D4 is fun, more fun than any other edition of the game.

But it's time for them to admit, talk about, embrace, the idea of the Temporal World. It's the only thing separating D&D from a boardgame.


I think it's on purpose that 4E has the mentality that it does. From my understanding and from reading articles on how the game was designed, D&D 4E does exactly what it is designed to do, and it does it fairly well.
 

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