abirdcall
(she/her)
Publishing a lot of crunch affects me and my game whether or not I buy it.
It is representative of the ethos of design. The crunch in SCAG is informed by the fluff. It is about enabling characters, not just character abilities. They don't have options for all classes and races because they only made the options that they felt they had the fluff for and would contribute.
I bet I would find more crunch useful in this version of SCAG than a hypothetical version filled with all sorts of options because these options have a purpose that I can get behind.
The other thing is that a ton of options makes it more difficult to sift through them and find the good ones. Not just for me but for my players. I can't just hand them a book and say, hey, take a look and see if there is anything you like. Instead I need to tell them the options I find appropriate for the game.
I like that I can just hand SCAG to a player and say go nuts.
It is representative of the ethos of design. The crunch in SCAG is informed by the fluff. It is about enabling characters, not just character abilities. They don't have options for all classes and races because they only made the options that they felt they had the fluff for and would contribute.
I bet I would find more crunch useful in this version of SCAG than a hypothetical version filled with all sorts of options because these options have a purpose that I can get behind.
The other thing is that a ton of options makes it more difficult to sift through them and find the good ones. Not just for me but for my players. I can't just hand them a book and say, hey, take a look and see if there is anything you like. Instead I need to tell them the options I find appropriate for the game.
I like that I can just hand SCAG to a player and say go nuts.