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An Unearthed Arcana I would like to see - mechanical fixes
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<blockquote data-quote="Sword of Spirit" data-source="post: 7546709" data-attributes="member: 6677017"><p>We'd only one want fix for a given issue, otherwise it wouldn't really get the job done.</p><p></p><p></p><p></p><p>I'm an idea guy and I'm decent at creating structural things, but I'm horrible at management and nitty gritty details. So that being said, here's what I suggest from the ideas and structure angle:</p><p></p><p>1) We need a few (3-5) administrators for the project, and a home locale for it. I thought I saw someone mention Reddit, which is probably a good idea. A subreddit for the project with administrators for it.</p><p></p><p>The administrators would stay in contact with each other and keep things in order. We'd need more administrators than we actually think we need, because some would drop out and most would have limited time. I'm willing to be one of them, but my depression limits my consistency, and I don't do management so someone(s) else need to deal with that aspect. I'm not too bad at sorting through data and drawing conclusions from it, so that's something else I could offer.</p><p></p><p>Administrators would also have recognize that they probably have personal fixes they want in their game that aren't going to make it into this patch, because it needs to stay broadly useful and simple.</p><p></p><p>In addition to a home subreddit (unless there is a better suggestion) we'd want to post the important information and polls to other places 5e fans congregate, like here on EnWorld, as well rpg.net, Giant in the Playground, etc.</p><p></p><p>2) We'd come up with a vision and parameters for the endeavor. Things would could state in a few short sentences. The parameters in support of the vision would give us guidelines for things like how we determine what issues are sufficient to be considered, how complex a fix can be (I think they need to be as simple as possible), deciding how much consensus we need to select an option from the suggestions (including polls and how administrators interact with the results), and how to present the materials.</p><p></p><p>3) We'd get to work asking people about simple fixes they'd like, as well as searching discussions for others that come up a lot. We'd implement the parameters we agreed on and figure out how to conduct polls and interpret results. We'd also invite discussion threads focused on these issues from the perspective of the patch. Administrators would have to make the hard decisions over which things (issues to address as well as proposed fixes) just don't get considered because they go beyond the scope of the project or the design philosophy of 5e (this is a 5e project and needs to feel like a "patch" not a revision). I'm decent at that sort of thing, although I know it will draw ire from those who really want to redo more extensive parts of the game. </p><p></p><p>Those are my basic thoughts on creating the project.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7546709, member: 6677017"] We'd only one want fix for a given issue, otherwise it wouldn't really get the job done. I'm an idea guy and I'm decent at creating structural things, but I'm horrible at management and nitty gritty details. So that being said, here's what I suggest from the ideas and structure angle: 1) We need a few (3-5) administrators for the project, and a home locale for it. I thought I saw someone mention Reddit, which is probably a good idea. A subreddit for the project with administrators for it. The administrators would stay in contact with each other and keep things in order. We'd need more administrators than we actually think we need, because some would drop out and most would have limited time. I'm willing to be one of them, but my depression limits my consistency, and I don't do management so someone(s) else need to deal with that aspect. I'm not too bad at sorting through data and drawing conclusions from it, so that's something else I could offer. Administrators would also have recognize that they probably have personal fixes they want in their game that aren't going to make it into this patch, because it needs to stay broadly useful and simple. In addition to a home subreddit (unless there is a better suggestion) we'd want to post the important information and polls to other places 5e fans congregate, like here on EnWorld, as well rpg.net, Giant in the Playground, etc. 2) We'd come up with a vision and parameters for the endeavor. Things would could state in a few short sentences. The parameters in support of the vision would give us guidelines for things like how we determine what issues are sufficient to be considered, how complex a fix can be (I think they need to be as simple as possible), deciding how much consensus we need to select an option from the suggestions (including polls and how administrators interact with the results), and how to present the materials. 3) We'd get to work asking people about simple fixes they'd like, as well as searching discussions for others that come up a lot. We'd implement the parameters we agreed on and figure out how to conduct polls and interpret results. We'd also invite discussion threads focused on these issues from the perspective of the patch. Administrators would have to make the hard decisions over which things (issues to address as well as proposed fixes) just don't get considered because they go beyond the scope of the project or the design philosophy of 5e (this is a 5e project and needs to feel like a "patch" not a revision). I'm decent at that sort of thing, although I know it will draw ire from those who really want to redo more extensive parts of the game. Those are my basic thoughts on creating the project. [/QUOTE]
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