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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Dannyalcatraz" data-source="post: 6072867" data-attributes="member: 19675"><p>I'll try to be as neutral in my language as possible:</p><p></p><p>I like 4Ed as a FRPG, but not as D&D. As I've said before, its kind of like New Coke: for all of its strengths and how it addressed the well-researched concerns many voiced online, it was too big a departure for many of the market's core from what came before to mesh with the product identity of prior editions. We got a good foreshadowing of that from the developers' prerelease comments about why there would be no conversion guide for 4Ed, and they were not kidding.</p><p></p><p>What this did, functionally, was turn off a lot of players from even trying it because it lacked that continuity.</p><p></p><p>I personally have the rare perspective of playing in a campaign that dates back to 1985, and has been converted through each edition of D&D up to and including 3.5Ed. But we couldn't do that with 4Ed- too much had changed. Those few PCs we tried to convert played radically differently than they had over the prior decades. Some PCs were not supported until later supplements- not surprising- and still others remain unsupported to this day.</p><p></p><p>The thing is, when I look at the marketing tools and market share that Hasbro/WotC had in 2006-8, I really think 4Ed could have succeeded as a distinct FRPG from WotC as opposed to the fate suffered by Everway. I also think that it would have fared better as a distinct game without the encumbrance of trying to handle all those legacy issues & sacred cows like Vancian Casting or even being a class-based RPG. Despite my love of many of D&D's sacred cows, I honestly think they weighed down 4Ed's pretty good mechanical engine.</p><p></p><p>Hell- stripped of classes, alignments, and other D&D legacy mechanics, it might have been <strong>perfect</strong> for the launch of a M:tG RPG...</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6072867, member: 19675"] I'll try to be as neutral in my language as possible: I like 4Ed as a FRPG, but not as D&D. As I've said before, its kind of like New Coke: for all of its strengths and how it addressed the well-researched concerns many voiced online, it was too big a departure for many of the market's core from what came before to mesh with the product identity of prior editions. We got a good foreshadowing of that from the developers' prerelease comments about why there would be no conversion guide for 4Ed, and they were not kidding. What this did, functionally, was turn off a lot of players from even trying it because it lacked that continuity. I personally have the rare perspective of playing in a campaign that dates back to 1985, and has been converted through each edition of D&D up to and including 3.5Ed. But we couldn't do that with 4Ed- too much had changed. Those few PCs we tried to convert played radically differently than they had over the prior decades. Some PCs were not supported until later supplements- not surprising- and still others remain unsupported to this day. The thing is, when I look at the marketing tools and market share that Hasbro/WotC had in 2006-8, I really think 4Ed could have succeeded as a distinct FRPG from WotC as opposed to the fate suffered by Everway. I also think that it would have fared better as a distinct game without the encumbrance of trying to handle all those legacy issues & sacred cows like Vancian Casting or even being a class-based RPG. Despite my love of many of D&D's sacred cows, I honestly think they weighed down 4Ed's pretty good mechanical engine. Hell- stripped of classes, alignments, and other D&D legacy mechanics, it might have been [B]perfect[/B] for the launch of a M:tG RPG... [/QUOTE]
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