FrogReaver
The most respectful and polite poster ever
we see the man behind the curtain!I don’t know if you noticed but Snarf and I are different people? I mean I’m no where near as talented.
we see the man behind the curtain!I don’t know if you noticed but Snarf and I are different people? I mean I’m no where near as talented.
They are for hobbyists and tinkerers, improv actors and storytellers. The game either produces situations that reinforce that through emergent storytelling, or the players (including the DM) bring it to the game. That’s why everyone is always trying to “fix” their favorite game system. They either want the system to bring it out, or they want it to yield to the demands of story and role-playing.A minor tangent on this point: immediately after Riggs' seminar on Fourth Edition, he held another seminar, entitled "The Birth and Death(?) of the OGL." A lot of the same points were covered (he even mentioned a few of the same anecdotes, such as the inflation of hit points in the 4E MM, and how having Mike Mearls and John Tynes working on M:tG instead of D&D was a sign of dysfunction at WotC), but I recall him mentioning a key point:
Tabletop RPGs are, at their core, content creation engines, and this is bad for the companies that produce them, because once you have the basic game you really don't need anything else.
Oh! I thought that you were referring to something that 4e did, not something that it didn't do, but that its designers had to find a way to avoid. I follow you now!That comes from Bens talk. They wanted to do cooldowns but didn’t think they could ask players to use a stop watch to do them. They needed a mechanism they didn’t have yet.
They are for hobbyists and tinkerers, improv actors and storytellers. The game either produces situations that reinforce that through emergent storytelling, or the players (including the DM) bring it to the game. That’s why everyone is always trying to “fix” their favorite game system. They either want the system to bring it out, or they want it to yield to the demands of story and role-playing.
Even as someone that values many things 4e did, it really rubbed me the wrong way that the game made no effort to help decide how the meant-for-combat powers might possibly interact with the world outside of those encounters.It's right here where I realized that 4e was fun to play, easy to DM combats for and create combat encounters, but was literally not meant for other kinds of play.
So WotC is pretty much the ENWorld forums, except they're doing it professionally.![]()
I also recall reading that, during this time, Hasbro was decreeing that all of their divisions (and that the way WotC was sold to Hasbro had made D&D and Magic as separate divisions) be on track to reach at least $X per year or be cancelled. If it was WotC as a whole, this wouldn't have been an issue, but as D&D has never been that big and so had to try to show some massive (and impossible for D&D of any era) new numbers or be binned. I'd love to find out more about how much of this was a thing and if so the whole impact of it.I think the canary in the coal mine is that we keep hearing World of Warcraft in all these discussions. This game will never bring in that kind of money. It will probably never bring in MoTG type of money. If that's the bar Dnd is doomed to continual cycle of reboot , reboot, reboot till the execs figure that out.
[*]So why were the numbers for 3.X so much lower than even 2E? According to him, the Hasbro execs were of the opinion that it was because World of Warcraft (which released in late 2004) was eating their lunch. They saw an explosive phenomenon, according to the people Riggs interviewed, that was essentially the same as D&D except in a computerized form, and wanted to get that crowd back to the tabletop. So they handed down a directive to start work on a new edition that would draw the WoW crowd to them (which, Riggs noted, was a major mistake).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.