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Rebutting a fallacy: why I await 5e (without holding my breath)

Jack Daniel

Legend
I have heard this idea expressed more commonly on rpg.net and the WotC boards than here, but I like this community better, so I'd rather address it here before it takes root. The fallacious meme floating around out in the ether is this:

WotC would be foolish to simplify its next edition of D&D, because that would only be pandering to the grognards (who aren't coming back anyway) at the expense of current 4e fans.

It doesn't take much, though, to recognize all the problems with this meme. Here's the quick list.

1. As many grognards are only too happy to point out, "rules lite" and "old school" are not the same thing. They just happen to overlap in many instances, because D&D has gotten progressively more complex over time. But creating a simpler edition of D&D down the road doesn't really have that much to do with pleasing the grognards, beyond this superficial (and kind of coincidental) overlap.

2. The notion that "grognards are never coming back to WotC" is false. It's a blanket statement based on minimal evidence. Essentials didn't bring back the grognards? Of course not; the box-art can be as old-school as you want, but the substance is what matters (both to grognards and potential new players). If a hypothetical 5th edition of D&D backpedals on the common complaints (too much time spent in combat; "system mastery") and the end result is a *good game*, people will play the good game. And, *far* more importantly than bringing back grognards, D&D needs a simple, complete, casual, pick-up-and-play iteration to actually draw in new players.

3. A simpler edition of the game would not alienate current fans, because complexity can always be added (via supplements, i.e. *books* that WotC can *sell* to people who will *buy* them!). It's very difficult to trim complexity; it's very easy to tack more on. The simple fact is, right now, D&D (even Essentials) is not a simple game. There's lots to deal with, in terms of character creation/advancement and in tracking information during a combat.

If we imagine, based on nothing but anecdote, that 50% of gamers like light, simple games and 50% like the crunchy combat character-build type games... well, right now, D&D caters to half of its potential market. An edition with a simple core and "opt-in complexity" (to use Mearls' words; or, as lots on these boards are calling it, a "complexity dial") could potentially capture 100% of the market. The foolish thing would be to stick with a narrow game that only aims at the hardcore crowd.

I'm a grognard. I play old-school games. But this is not why WotC isn't getting my money right now. I don't play old-school D&D for the sake of being old-school. I play because those versions of the game are simpler, and combat is an afterthought rather than a time-sink. If WotC published a 5th edition of the game that catered to this style of play, I'd buy it, plain and simple. I don't care weather chainmail is AC 5 or AC 15; I just want to play a simple game of D&D!

But I'm not holding my breath. In the meanwhile, I've got my Rules Cyclopedia. (It's a great system for any campaign meant to feel like a "Final Fantasy" game from the NES.) Just recently, I also got my hands on Savage Worlds, and all I can say is... WHOA. MIND BLOWN. I've heard all of the good things about it, but honestly? I had no idea. (This would be the perfect system for any campaign meant to feel like LotR, or like a "Final Fantasy" game from the PSX.) So I'm covered for a while.

But if the hypothetical 5th edition that everybody's furiously speculating about actually does appear, and it's a decently casual system, it will get my attention. If, on the other hand, the character sheet looks like a tax form... well, good night, sweet game, you won't be replacing my Rules Cyclopedia anytime soon. It's as simple as that.
 

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For me it isnt the amount of crunch in 4e that deters me. For me to return to d&d (played 1st,2nd and 3rd ed, but 4e wasn't for me) they would have to eliminate the powers system.
 


WotC would be foolish to simplify its next edition of D&D, because that would only be pandering to the grognards (who aren't coming back anyway) at the expense of current 4e fans.
You have that backwards. Grognards prefer massive crunch, it's part of the definition of the word.

Whether D&D 4e is simple or complicated had nothing to do with my 4e aversion. It was solely based on opening the books up, reading the text, and realizing I was being talked down to.

Destroying the FR setting helped my decision-making. I will never side with the "there's too much material, it's so bad, you must discard it" faction. Never.
 

For me to return to d&d (played 1st,2nd and 3rd ed, but 4e wasn't for me) they would have to eliminate the powers system.
In a lot of ways, I believe that WotC thinks that they can't. They believe that in order to attract the very large MMORPG market, the design of class capabilities must in some respect mirror MMORPG class capabilities.

I've played MMORPGs, and I can see where that is coming from. I personally dislike what it has done to D&D 4e. As I was in RPGs since long before MMORPGs, this trickery isn't necessary as far as I am concerned. I suppose I'll just continue along with my lack of adaptation and become extinct like most other dinosaurs.
 

In a lot of ways, I believe that WotC thinks that they can't. They believe that in order to attract the very large MMORPG market, the design of class capabilities must in some respect mirror MMORPG class capabilities.

I've played MMORPGs, and I can see where that is coming from. I personally dislike what it has done to D&D 4e. As I was in RPGs since long before MMORPGs, this trickery isn't necessary as far as I am concerned. I suppose I'll just continue along with my lack of adaptation and become extinct like most other dinosaurs.

They may be correct. I don't know. MMORPGs definitely ate away at the player base as magic had eaten away at it in the 90s. I think the powers system appealed strongly to some but turned off some others like myself.
 

MMORPGs definitely ate away at the player base (. . .)


That's a leap that I doubt is true. I think the mainstreaing of CRPGs, inclusive of console games, PC games, MMORPGs, etc., widened the potential player pool, removed a great deal of the social stigma attached to tabletop RPGs, and opened up the field to new designers. I do agree that the MMORPGification of tabletop games in any or all genres misses the point of what tabletop RPGs do best, which is provide a more socially interactive experience that isn't in need of relying so heavily on combat to keep the interest of the players.
 

But if the hypothetical 5th edition that everybody's furiously speculating about actually does appear, and it's a decently casual system, it will get my attention. If, on the other hand, the character sheet looks like a tax form... well, good night, sweet game, you won't be replacing my Rules Cyclopedia anytime soon. It's as simple as that.
I won't speculate on the business wisdom of such an edition, but it sure would be nice to have one that combines TSR simplicity with WotC's unified d20 and 4e's focus on balance.
 

But I'm not holding my breath. In the meanwhile, I've got my Rules Cyclopedia. (It's a great system for any campaign meant to feel like a "Final Fantasy" game from the NES.) Just recently, I also got my hands on Savage Worlds, and all I can say is... WHOA. MIND BLOWN. I've heard all of the good things about it, but honestly? I had no idea. (This would be the perfect system for any campaign meant to feel like LotR, or like a "Final Fantasy" game from the PSX.) So I'm covered for a while.

What's the system for campaigns meant to feel like a Final Fantasy game from the SNES, or Dragon Quest (which has remained fairly constant in feel across five systems)? :)
 

WotC, or any company publishing for a D&D-like game, can earn my gaming dollars. But it will come from the campaign setting and module side, not the rule sets. Don't get me wrong, I like a lot of the interesting game innovations coming out, but almost all of it is either incompatible or irrelevant to my D&D campaign.

Really great game adventures are damned hard to write. It takes a breadth of knowledge, an emotional awareness, keen insight, and a skillful ability to communicate in order to create a real work of art. But when everything comes together, I'm itching to buy. Like anyone, I love truly awe inspiring works. That may be a lot to ask any company to produce on a schedule, but on the up side it doesn't have anything to do with liking or using a particular rule set or buying into whatever edition or game the work is published for. I can convert it, I need great material, and I will [-]steal[/-] buy from anywhere.
 

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