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Another RPG company with financial difficulties
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2025360" data-attributes="member: 22882"><p>I agree with Nisarg's take - most young gamers want a tactical wargame with a little character-building to give you a sense of continuity and acomplishment.</p><p></p><p>They want to remember how Bob the Brawny, barbarian/rogue, totally laid the smack down on the red dragon when Bob had, like, two hit points left and everyone thought he was crazy to stay and fight. Not how Ranulf Huermach, barbarian/rogue, won a kingdom and the hand of a princess by his guile and cunning, without rolling a single die save for a Diplomacy check now and they.</p><p></p><p>That's probably why Paladium, for all its oft-repeated problems, still captures a good portion of the youth market.</p><p></p><p>The buy-in to D&D is way too high, the industry's designer base way too concerned with what they and their current audience like rather than what the potential audience likes, the traditions and tropes that new players neither know nor care about given far, far too much weight.</p><p></p><p>I personally would like to see Wizards of the Coast produce a cheap, basic game with "kool" styling and a version of the d20 rules stripped of their most complex elements, namely character creation and spells. Lose the "dungeonpunk" art for a more "in" style, either mangaish (to cash in on video games and anime) or realistic and "gritty," by which I mean "characters who wear dirty clothes most of the time" (to cash in on the Lord of the Rings movies). Who cares if it's dated? It should be cheap and modular enough to be rereleased with whatever the new "in thing" is in a couple of years.</p><p></p><p>Somebody else could do this, but they lack the resources to market it. White Wolf probably <em>could</em>, but their games seem to be lighter on the tactical aspect and so less appropriate.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2025360, member: 22882"] I agree with Nisarg's take - most young gamers want a tactical wargame with a little character-building to give you a sense of continuity and acomplishment. They want to remember how Bob the Brawny, barbarian/rogue, totally laid the smack down on the red dragon when Bob had, like, two hit points left and everyone thought he was crazy to stay and fight. Not how Ranulf Huermach, barbarian/rogue, won a kingdom and the hand of a princess by his guile and cunning, without rolling a single die save for a Diplomacy check now and they. That's probably why Paladium, for all its oft-repeated problems, still captures a good portion of the youth market. The buy-in to D&D is way too high, the industry's designer base way too concerned with what they and their current audience like rather than what the potential audience likes, the traditions and tropes that new players neither know nor care about given far, far too much weight. I personally would like to see Wizards of the Coast produce a cheap, basic game with "kool" styling and a version of the d20 rules stripped of their most complex elements, namely character creation and spells. Lose the "dungeonpunk" art for a more "in" style, either mangaish (to cash in on video games and anime) or realistic and "gritty," by which I mean "characters who wear dirty clothes most of the time" (to cash in on the Lord of the Rings movies). Who cares if it's dated? It should be cheap and modular enough to be rereleased with whatever the new "in thing" is in a couple of years. Somebody else could do this, but they lack the resources to market it. White Wolf probably [I]could[/I], but their games seem to be lighter on the tactical aspect and so less appropriate. [/QUOTE]
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