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A New "anti-D&D" Era
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<blockquote data-quote="Lanefan" data-source="post: 8951784" data-attributes="member: 29398"><p>What was the average age of these 50 (or so) gamers? I'll be rather surprised if you say it's under 25, 'cause IME that cohort was right on top of this stuff. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Perhaps. It's the difference between seeing levelling/ability gain as the main reason for play and seeing levelling/ability gain as merely a side effect of play.</p><p></p><p>In fairness, rules complexity and potential campaign length aren't necessarily directly related. You could, for example, have a very rules-heavy system but if it's designed such that the characters reach the mechanical endpoint* after a relatively low amount of sessions then that system is still not likely to be conducive to a long-running campaign. Or conversely, you could have a very rules-light system where the characters rarely if ever advance mechanically, thus meaning you can play through years worth of story without any real threat of reaching the game's mechanical endpoint*.</p><p></p><p>* - as in, the point out to which the game mechanics have been designed to be functional, equivalent to 20th level in 3e-5e, 30th in 4e, etc.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8951784, member: 29398"] What was the average age of these 50 (or so) gamers? I'll be rather surprised if you say it's under 25, 'cause IME that cohort was right on top of this stuff. :) Perhaps. It's the difference between seeing levelling/ability gain as the main reason for play and seeing levelling/ability gain as merely a side effect of play. In fairness, rules complexity and potential campaign length aren't necessarily directly related. You could, for example, have a very rules-heavy system but if it's designed such that the characters reach the mechanical endpoint* after a relatively low amount of sessions then that system is still not likely to be conducive to a long-running campaign. Or conversely, you could have a very rules-light system where the characters rarely if ever advance mechanically, thus meaning you can play through years worth of story without any real threat of reaching the game's mechanical endpoint*. * - as in, the point out to which the game mechanics have been designed to be functional, equivalent to 20th level in 3e-5e, 30th in 4e, etc. [/QUOTE]
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