D&D General New Interview with Rob Heinsoo About 4E

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All depends on which side of that accessibility you are. If you’re included, it’s good and makes sense. If you’re excluded, it’s bad and mean spirited and unfair.
Well, now. There's a difference between a specific activity like a roller coaster, and getting into a store. We all have our limitations, and being angry at the world because of that seems like a recipe for, well, anger and resentment. It's good that stores and such don't require you riding a roller coaster to enter them, and even better that they have escalators and such where necessary. But if the whole point of a leisure activity is to experience the activity itself, I'm not gonna complain about the complexity level—unless the offering bills itself as accessible to all, of course. If playing RPGs were life necessities, I'd worry much more about their complexity. We have simpler RPGs and more complext RPGs, and that's a good thing. I haven't paid much attention to how actively WotC bills D&D's accessibility, but it is the default so I don't doubt that accessibility is a concern of theirs, however well or poorly they've managed to pull it off.
 

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What do you propose as a game that doesn't exclude anyone? (I mean, if we're going to extremes, let's go).
Well, I do a record of saying that purging the weak from TTRPGs would make it better for the strong to play how they see fit. The people who would disapprove of that never seen the terrible players that exist in some corners.
 

Well, I do a record of saying that purging the weak from TTRPGs would make it better for the strong to play how they see fit. The people who would disapprove of that never seen the terrible players that exist in some corners.

So you're saying combine all the rules books in one massively heavy single volume?
 



Back on the topic for a moment: another thing to consider is where the complexity lies. For example plenty of games have a low barrier of entry but a high skill ceiling--anyone can play an enjoy a fighting game or a shooter, but there's also a lot of depth and complexity for those who want to dig into it.

Or in a TTRPG example, the game Mutants and Masterminds, where making a character is a lot more complex than 5E, but I still find it way more tolerable to play than 3rd Edition because most of its complexity is front-loaded--that is, the complicated system of powers and traits you use to build your character.

I think the key to this is that D&D can have dials for complexity: do you want to run a game where weapon and armor materials matter, where there are more conditions and different bonus types that have specific rules about if and how they stack, or where Flanking and Morale are considerations? Do you you want to play a complicated class or a simpler one? There doesn't have to be a one size fits all solution, but the game has to be clear about its dials and the level of complexity they add or new players may well be overwhelmed.
 




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