pming
Legend
Hiya.
[good-natured sarcasm]
Yeah, sounds good. I wonder why nobody ever did that? Y'know, like start with a "Basic" set, then an "Expert" set next that adds on to the basic stuff. I guess another set after that as a sort of add-on companion to give more 'world-spanning' type rules...call it Companion I guess. After players have mastered all those rules, they could branch out to really world-shaking powers, ones that flirt with the crazy powerful things in a fantasy campaign...like demons, devils and immortals. I guess that'd be two more sets, say, Master and Immortal maybe?
That would be *awesome*! Start basic, dungeon, simple home base. Move into stuff about wilderness and the world at large. Then onto rules for taming and ruling that wilderness. Then onto otherworldly threats and travel, ending in having some kind of framework for dealing with (and maybe even becoming?) an immortal yourself! Adventure modules could be put out with the appropriate 'set' listed, so everyone knows what rules and expectations would be for that particular adventure. Pure genius! Hmmmm.... this all kind of sound a bit familiar now that I think about it.
[/good-natured sarcasm]
^_^
Paul L. Ming
GX --
I think they're thinking that the "Basic, Standard, Advanced" terminology is likely more approachable for new players who may be intimidated by the term "Advanced", and that "Standard" is also useful for establishing the baseline for organized play.
Their adventure modules will all likely be built expecting a Standard set of rules, and players will be able to easily use them for Basic by not using some options in Standard, and to easily hack them for Advanced by adding optional rules like a grid with its associated more tactical play.
Also, it lets them sell the "Standard" game instead of having the first purchase coming for "Advanced" rules.
May not work out that way, but I think its likely.
Melfast
[good-natured sarcasm]
Yeah, sounds good. I wonder why nobody ever did that? Y'know, like start with a "Basic" set, then an "Expert" set next that adds on to the basic stuff. I guess another set after that as a sort of add-on companion to give more 'world-spanning' type rules...call it Companion I guess. After players have mastered all those rules, they could branch out to really world-shaking powers, ones that flirt with the crazy powerful things in a fantasy campaign...like demons, devils and immortals. I guess that'd be two more sets, say, Master and Immortal maybe?
That would be *awesome*! Start basic, dungeon, simple home base. Move into stuff about wilderness and the world at large. Then onto rules for taming and ruling that wilderness. Then onto otherworldly threats and travel, ending in having some kind of framework for dealing with (and maybe even becoming?) an immortal yourself! Adventure modules could be put out with the appropriate 'set' listed, so everyone knows what rules and expectations would be for that particular adventure. Pure genius! Hmmmm.... this all kind of sound a bit familiar now that I think about it.

[/good-natured sarcasm]
^_^
Paul L. Ming