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A 5e BECMI?
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<blockquote data-quote="Reynard" data-source="post: 5761876" data-attributes="member: 467"><p>No matter what rules are used as a base, no matter what flavor of fantasy they go for, there should be one goal for the designers of a future version of D&D (and any other RPG, in fact; I just purchased The One Ring and I wish they would have followed this simple rule there, too):</p><p></p><p>Do it in 64 pages.</p><p></p><p>If you can't design a complete game in 30K words, more or less, that provides a satisfying game experience and makes people want to play more of it, you have failed. The very worst thing to happen to RPGs over the years is the page bloat.</p><p></p><p>I get it -- people became readers and collectors and stopped being players. Companies realized they could market to the readers by giving them books that were more useful as texts than as instructions. White Wolf was the real force behind this, but many companies followed. The rules got buried in the walls of text, making it harder to actually play the game. Try finding rules in the original 3E PHB.</p><p></p><p>So, regardless of anything else, I say Trim The Fat. Write it up in 64 pages. Sell it in a box with an adventure and dice and, if you're so inclined, another 64 page book full of setting or other "flavor" material. But make it complete and playable and fun and worth the investment.</p><p></p><p>Of course, if you need a huge revenue stream (because you are a subsidary of one of the world's biggest toy manufacturers, frex) this doesn't work. You might as well make an expandable board game and put the D&D logo on it, because that is the only way you are going to make a successful table top D&D on that scale today.</p></blockquote><p></p>
[QUOTE="Reynard, post: 5761876, member: 467"] No matter what rules are used as a base, no matter what flavor of fantasy they go for, there should be one goal for the designers of a future version of D&D (and any other RPG, in fact; I just purchased The One Ring and I wish they would have followed this simple rule there, too): Do it in 64 pages. If you can't design a complete game in 30K words, more or less, that provides a satisfying game experience and makes people want to play more of it, you have failed. The very worst thing to happen to RPGs over the years is the page bloat. I get it -- people became readers and collectors and stopped being players. Companies realized they could market to the readers by giving them books that were more useful as texts than as instructions. White Wolf was the real force behind this, but many companies followed. The rules got buried in the walls of text, making it harder to actually play the game. Try finding rules in the original 3E PHB. So, regardless of anything else, I say Trim The Fat. Write it up in 64 pages. Sell it in a box with an adventure and dice and, if you're so inclined, another 64 page book full of setting or other "flavor" material. But make it complete and playable and fun and worth the investment. Of course, if you need a huge revenue stream (because you are a subsidary of one of the world's biggest toy manufacturers, frex) this doesn't work. You might as well make an expandable board game and put the D&D logo on it, because that is the only way you are going to make a successful table top D&D on that scale today. [/QUOTE]
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