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General Tabletop Discussion
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Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="I'm A Banana" data-source="post: 5357090" data-attributes="member: 2067"><p>There's this old idea in a lot of design circles: <em>the interface changes the experience</em>.</p><p></p><p>Think of how walking through something like the Alhambra is different than walking through, say, a Denver Mega-Church, and you start to appreciate how, while the purpose is largely the same, the experiences, how they achieve their goals, is very distinct. </p><p></p><p>Or how, to bring some videogames into the phase, Super Mario Brothers is a different design experience than, say, Pong (though the goals of playing a game are similar), or even the difference between SMB and Super Mario Galaxy (the plots of the games are even pretty similar there).</p><p></p><p>Design is about the underlying experience of the thing. Game design should, IMO, be about the experience of the game. Good D&D game design should, IMO, be about that shared narrative, the thing that D&D does that is unique, the thing that D&D is the most famous for doing. </p><p></p><p>Part of that is, of course, a simple "new coat of paint," and some fresh guidelines about what you can do within the Powers structure and advice about how to treat sacred cows. It's marketing. But it's not JUST marketing. It's a different play experience.</p><p></p><p>To me, the narrative experience is at the core of the thing, and why those first 4e products received a very skeptical embrace from me. Essentials I feel much better about. There's still plenty of legacy issues that are in there, but there's far fewer now, and I can't wait for the CB to be updated so I can play some Essentials characters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5357090, member: 2067"] There's this old idea in a lot of design circles: [I]the interface changes the experience[/I]. Think of how walking through something like the Alhambra is different than walking through, say, a Denver Mega-Church, and you start to appreciate how, while the purpose is largely the same, the experiences, how they achieve their goals, is very distinct. Or how, to bring some videogames into the phase, Super Mario Brothers is a different design experience than, say, Pong (though the goals of playing a game are similar), or even the difference between SMB and Super Mario Galaxy (the plots of the games are even pretty similar there). Design is about the underlying experience of the thing. Game design should, IMO, be about the experience of the game. Good D&D game design should, IMO, be about that shared narrative, the thing that D&D does that is unique, the thing that D&D is the most famous for doing. Part of that is, of course, a simple "new coat of paint," and some fresh guidelines about what you can do within the Powers structure and advice about how to treat sacred cows. It's marketing. But it's not JUST marketing. It's a different play experience. To me, the narrative experience is at the core of the thing, and why those first 4e products received a very skeptical embrace from me. Essentials I feel much better about. There's still plenty of legacy issues that are in there, but there's far fewer now, and I can't wait for the CB to be updated so I can play some Essentials characters. ;) [/QUOTE]
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