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5e's big problem - Balancing "Being D&D" versus "Being Not D&D"
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<blockquote data-quote="innerdude" data-source="post: 5885011" data-attributes="member: 85870"><p>The last 2-3 weeks, the majority of the threads on here, regardless of topic--hit points, Vancian casting, ability scores, multiclassing--ultimately come down to one common theme: </p><p></p><p>How much can D&D 5e stray from "being D&D" before it becomes "not D&D" (and by inference, no longer a viable product for its intended market)?</p><p></p><p>If the forums here are any indication, to a lot of people being "not D&D" is a bigger sin than being a mediocre RPG. </p><p></p><p>In my mind, it's possible that one of D&D's biggest strengths--its long-standing traditions--may now be just as much, if not more of a hindrance to the ongoing success of the game. </p><p></p><p>There's a huge difference between saying, "How can we make the best RPG possible?" versus "How can we make the best version of the <em>D&D RPG </em>possible?" </p><p></p><p>Look, I get it, D&D is D&D because it has a certain . . . flavor. Sensibilities. Common tropes. Take those away and it's just not quite "D&D" anymore. </p><p></p><p>But I've got to be honest--if 5e so far doesn't feel all that inspiring to me, I think it's because the designers are "stuck," as it were, trying to make the best version of D&D that they can--rather than simply being able to <em>make the best RPG possible. </em></p><p></p><p>D&D 5e is potentially the most popular RPG system in the world's "last hurrah"--and if it's going to go out, I want it to go out with a bang. I want real innovation. I just spent the last couple of days checking out FantasyCraft. And while the overall rules feel intensely heavy, I LOVE the fact that no assumption has been left unturned. There's ZERO adherence to the credo, "Well, it's always been this way, we can't change it." </p><p></p><p>The thing that worries me most about D&D 5e from what we've seen so far, the designers seem to be risk-adverse. That it's more important for recognizable "D&D-isms" to be present and accounted for than for the rules to be shaped by innovative thinking. </p><p></p><p>It's clear that they were trying to push the envelope in 4e; it just didn't work out the way they wanted. But FantasyCraft has been clear proof to me that there's still massive amounts of room to innovate the D&D "core." </p><p></p><p>I'm becoming increasingly worried that truly innovative, improved game rules and ideas are getting tossed out simply because they don't meet the audience's view of "what D&D should be"--or more appropriately, what the designers <em>perceive </em>their audience's view of "what D&D should be." </p><p></p><p>Frankly, Wizards of the Coast, give me the best possible RPG you can make. If it happens to look and feel closer to some other game than the "historic" versions of D&D, I'm okay with that. If it looks and feels like a new game entirely, I think I'm okay with that too. If it manages to feel very much like D&D editions of yore, all the better. </p><p></p><p>But the way to "win" the battle going forward is to have the best product on the market, that appeals to the broadest range of people. 4e has already proven that the D&D brand name has cachet. Many people will buy your products just because of the logo printed on the cover, even if the game itself is different. </p><p></p><p>This being the case, <strong>make the best RPG possible. </strong>Frankly, you're the only RPG company in the world with the history, tradition, and corporate backing to truly move the needle forward in RPG game design. Indie games and self-publishing are neat--but the industry moves with you. </p><p></p><p>Give us something that we, the fans, want to pick up and proudly march with ourselves. Something we can point to as being a high achievement in game design, <em>regardless of whether it "feels like D&D." </em></p><p></p><p>Don't shove us along with some half-baked cocktail of rules that's more the product of pandering than innovative thinking.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5885011, member: 85870"] The last 2-3 weeks, the majority of the threads on here, regardless of topic--hit points, Vancian casting, ability scores, multiclassing--ultimately come down to one common theme: How much can D&D 5e stray from "being D&D" before it becomes "not D&D" (and by inference, no longer a viable product for its intended market)? If the forums here are any indication, to a lot of people being "not D&D" is a bigger sin than being a mediocre RPG. In my mind, it's possible that one of D&D's biggest strengths--its long-standing traditions--may now be just as much, if not more of a hindrance to the ongoing success of the game. There's a huge difference between saying, "How can we make the best RPG possible?" versus "How can we make the best version of the [I]D&D RPG [/I]possible?" Look, I get it, D&D is D&D because it has a certain . . . flavor. Sensibilities. Common tropes. Take those away and it's just not quite "D&D" anymore. But I've got to be honest--if 5e so far doesn't feel all that inspiring to me, I think it's because the designers are "stuck," as it were, trying to make the best version of D&D that they can--rather than simply being able to [I]make the best RPG possible. [/I] D&D 5e is potentially the most popular RPG system in the world's "last hurrah"--and if it's going to go out, I want it to go out with a bang. I want real innovation. I just spent the last couple of days checking out FantasyCraft. And while the overall rules feel intensely heavy, I LOVE the fact that no assumption has been left unturned. There's ZERO adherence to the credo, "Well, it's always been this way, we can't change it." The thing that worries me most about D&D 5e from what we've seen so far, the designers seem to be risk-adverse. That it's more important for recognizable "D&D-isms" to be present and accounted for than for the rules to be shaped by innovative thinking. It's clear that they were trying to push the envelope in 4e; it just didn't work out the way they wanted. But FantasyCraft has been clear proof to me that there's still massive amounts of room to innovate the D&D "core." I'm becoming increasingly worried that truly innovative, improved game rules and ideas are getting tossed out simply because they don't meet the audience's view of "what D&D should be"--or more appropriately, what the designers [I]perceive [/I]their audience's view of "what D&D should be." Frankly, Wizards of the Coast, give me the best possible RPG you can make. If it happens to look and feel closer to some other game than the "historic" versions of D&D, I'm okay with that. If it looks and feels like a new game entirely, I think I'm okay with that too. If it manages to feel very much like D&D editions of yore, all the better. But the way to "win" the battle going forward is to have the best product on the market, that appeals to the broadest range of people. 4e has already proven that the D&D brand name has cachet. Many people will buy your products just because of the logo printed on the cover, even if the game itself is different. This being the case, [B]make the best RPG possible. [/B]Frankly, you're the only RPG company in the world with the history, tradition, and corporate backing to truly move the needle forward in RPG game design. Indie games and self-publishing are neat--but the industry moves with you. Give us something that we, the fans, want to pick up and proudly march with ourselves. Something we can point to as being a high achievement in game design, [I]regardless of whether it "feels like D&D." [/I] Don't shove us along with some half-baked cocktail of rules that's more the product of pandering than innovative thinking. [/QUOTE]
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