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6e? Why?
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<blockquote data-quote="Mercurius" data-source="post: 7460059" data-attributes="member: 59082"><p>What you say highlights my view that for an edition of D&D to be truly successful, it must appeal to both longtime/returning fans and casual/new fans, as two broad groups. 5E has done a good job with this, despite what you say about it being unintuitive to newbies. </p><p></p><p>I think also there's an important point here, that many longtime gamers don't understand, what we could call "Expert's Myopia." The appeal of a game for the vast majority of casual fans, including those coming into the hobby, has little to do with rules minutiae, mechanical design, game balance, etc; all of the stuff that diehards like to argue over. It has more to do with "fluffy" elements like presentation, flavor, art, and also just cultural zeitgeist.</p><p></p><p></p><p></p><p></p><p>This is why I think they could design a secondary line of "advanced D&D" books that explore possibilities beyond the core of the game for the hardcore. In fact, if I was in charge, I'd take the following approach:</p><p></p><p>*Design a "Basic D&D" game in the form of a box set, similar to what someone said above. A simplifiied/stream-lined version of the game that is complete in itself, but can also serve as stepping stone to getting into the full D&D game. I've actually wanted something like this to get my daughters into playing, feeling daunted by the idea of teaching them the full D&D game. </p><p></p><p>*Start an "AD&D" line that is fully optional and offers any number of fun elements, which can be used as modular options.</p><p></p><p>The risk is that having three levels of the game--basic, standard, and advanced--could confuse people wanting to get into the game, but I don't think it has to work that way. The Basic box would be a one-off (with the possible exception of further published adventures or PDF conversion guides to the story arcs), and the Advanced line would be secondary and labeled differently, but fully compatible.</p><p></p><p></p><p></p><p>Well, it first failed in the mid-90s with TSR's over-reach. And then again in the latter days of 3.5 with over-saturation. Then again with 4E's failure to please many longtime players.</p><p></p><p>But I think WotC has stumbled upon a formula that is succeeding beyond all expectations and I wouldn't recommend they veer from it too much, in spite of wishing there was a bit more product. At some point, though, diminishing returns will kick in and they'll have to adjust and adapt. Who knows how this will look.</p><p></p><p></p><p></p><p>I personally don't see a lot of dysfunction, but haven't played 5E a huge amount (I played a bit early on, and just joined a game a few months ago). But a portion of your perception of this could have to do with "Expert's Myopia." What you perceive as dysfunction may be because your view is far more granular and detailed than for the vast majority of people. Your expertise makes you lose sight of the fact that what bothers you doesn't bother the majority of people.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 7460059, member: 59082"] What you say highlights my view that for an edition of D&D to be truly successful, it must appeal to both longtime/returning fans and casual/new fans, as two broad groups. 5E has done a good job with this, despite what you say about it being unintuitive to newbies. I think also there's an important point here, that many longtime gamers don't understand, what we could call "Expert's Myopia." The appeal of a game for the vast majority of casual fans, including those coming into the hobby, has little to do with rules minutiae, mechanical design, game balance, etc; all of the stuff that diehards like to argue over. It has more to do with "fluffy" elements like presentation, flavor, art, and also just cultural zeitgeist. This is why I think they could design a secondary line of "advanced D&D" books that explore possibilities beyond the core of the game for the hardcore. In fact, if I was in charge, I'd take the following approach: *Design a "Basic D&D" game in the form of a box set, similar to what someone said above. A simplifiied/stream-lined version of the game that is complete in itself, but can also serve as stepping stone to getting into the full D&D game. I've actually wanted something like this to get my daughters into playing, feeling daunted by the idea of teaching them the full D&D game. *Start an "AD&D" line that is fully optional and offers any number of fun elements, which can be used as modular options. The risk is that having three levels of the game--basic, standard, and advanced--could confuse people wanting to get into the game, but I don't think it has to work that way. The Basic box would be a one-off (with the possible exception of further published adventures or PDF conversion guides to the story arcs), and the Advanced line would be secondary and labeled differently, but fully compatible. Well, it first failed in the mid-90s with TSR's over-reach. And then again in the latter days of 3.5 with over-saturation. Then again with 4E's failure to please many longtime players. But I think WotC has stumbled upon a formula that is succeeding beyond all expectations and I wouldn't recommend they veer from it too much, in spite of wishing there was a bit more product. At some point, though, diminishing returns will kick in and they'll have to adjust and adapt. Who knows how this will look. I personally don't see a lot of dysfunction, but haven't played 5E a huge amount (I played a bit early on, and just joined a game a few months ago). But a portion of your perception of this could have to do with "Expert's Myopia." What you perceive as dysfunction may be because your view is far more granular and detailed than for the vast majority of people. Your expertise makes you lose sight of the fact that what bothers you doesn't bother the majority of people. [/QUOTE]
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