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2e.... more flavor than 3e?
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<blockquote data-quote="Storm Raven" data-source="post: 2806633" data-attributes="member: 307"><p>Yes, it is the fault of the game designing approach. Anyhting that unneccessarily makes my job as a DM more difficult to run my campaign world as I envision it is an impediment to my game. Impediments to my game is a mark of bad game design.</p><p></p><p>They came to the game to certain expectations that they obtained from reading the published material. They had to be told that those expectations were wrong for the campaign, and those expectations would crop up all through every campaign. "dwarves are like this", "elves are like that", "orcs do this", "demons are like that" and on and on. The fluff gets in the way. After a few years of 2e, I switched to GURPS - because GURPS doesn't burden you with lots of useless fluff.</p><p></p><p></p><p></p><p>The fluff, very often, becomes mostly useless when translated to another game system. For example, the 2e fluff concerning magic item creation is completely useless for 3e, or GURPS or most other games, because those have radically different assumptions built into their rules concerning how magic items <em>operate</em>, let alone how they are <em>created</em>. Most fluff translates very poorly.</p><p></p><p></p><p></p><p>If you don't want to actually play the game, then maybe buying the game rules is not for you. People who buy the game books to use with other systems is a secondary market at best for most RPG publishers - catering to such a subset is a sure recipe for failure.</p><p></p><p></p><p></p><p>The fluff for 2e started out being useless to me. It is even more useless now.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2806633, member: 307"] Yes, it is the fault of the game designing approach. Anyhting that unneccessarily makes my job as a DM more difficult to run my campaign world as I envision it is an impediment to my game. Impediments to my game is a mark of bad game design. They came to the game to certain expectations that they obtained from reading the published material. They had to be told that those expectations were wrong for the campaign, and those expectations would crop up all through every campaign. "dwarves are like this", "elves are like that", "orcs do this", "demons are like that" and on and on. The fluff gets in the way. After a few years of 2e, I switched to GURPS - because GURPS doesn't burden you with lots of useless fluff. [i][/i] The fluff, very often, becomes mostly useless when translated to another game system. For example, the 2e fluff concerning magic item creation is completely useless for 3e, or GURPS or most other games, because those have radically different assumptions built into their rules concerning how magic items [i]operate[/i], let alone how they are [i]created[/i]. Most fluff translates very poorly. [i][/i] If you don't want to actually play the game, then maybe buying the game rules is not for you. People who buy the game books to use with other systems is a secondary market at best for most RPG publishers - catering to such a subset is a sure recipe for failure. [i][/i] The fluff for 2e started out being useless to me. It is even more useless now. [/QUOTE]
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2e.... more flavor than 3e?
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