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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="FireLance" data-source="post: 4003870" data-attributes="member: 3424"><p>It's kind of like how we keep coming up with new cars even though the Model T Ford came out in 1907 or so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> For some reason, we keep finding newer and better ways of doing things, or at least, different ways of doing things that some of us like better than the old ways. I blame creativity and imagination. It just seems impossible somehow to separate creativity and imagination from a role-playing game.</p><p></p><p>I think a lot of this will depend on whether your players enjoy open-ended problems or problems with a definite solution. A game that mostly consists of open-ended problems does not require an extensive or complex rule-set, just players and a DM who are pretty much on the same page with respect to how the world works (or should work). A game that mostly consists of problems with definite solutions is better served with a more extensive and complex rule-set so that the players can put together a variety of rule elements to arrive at a solution. Of course, one of the strengths of table-top RPGs is that it can accomodate both, and ideally a game should consist of problems that have definite solutions, and be run by a DM who is willing to accept plausible, "out-of-the-box" alternatives.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4003870, member: 3424"] It's kind of like how we keep coming up with new cars even though the Model T Ford came out in 1907 or so. :p For some reason, we keep finding newer and better ways of doing things, or at least, different ways of doing things that some of us like better than the old ways. I blame creativity and imagination. It just seems impossible somehow to separate creativity and imagination from a role-playing game. I think a lot of this will depend on whether your players enjoy open-ended problems or problems with a definite solution. A game that mostly consists of open-ended problems does not require an extensive or complex rule-set, just players and a DM who are pretty much on the same page with respect to how the world works (or should work). A game that mostly consists of problems with definite solutions is better served with a more extensive and complex rule-set so that the players can put together a variety of rule elements to arrive at a solution. Of course, one of the strengths of table-top RPGs is that it can accomodate both, and ideally a game should consist of problems that have definite solutions, and be run by a DM who is willing to accept plausible, "out-of-the-box" alternatives. [/QUOTE]
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2E vs 3E: 8 Years Later. A new perspective?
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