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<blockquote data-quote="Kinak" data-source="post: 6078106" data-attributes="member: 6694112"><p>It's hard to predict whether a game will be good for an entire campaign, let alone thousands of campaigns involving thousands of groups.</p><p></p><p>I'd take it on faith that they could design a base game with "<span style="color: #222222"><span style="font-family: 'Verdana'">default options that can be swapped out if you want more complexity." That's easy.</span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">But that's not the question. The question is: does the set of options that <em>sounds</em> appealing to each group play well for their campaign?</span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">And that involves a lot more than just being the appropriate level of complexity. It involves the process of choosing that level of complexity, it means the core books are laid out so that each set of options can run out of the same text, and it requires product support appropriate for each set of options.</span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">And if you look back across the editions, you'll see plenty of failures in undertested rules, unusable layout, and gaps in product support even when everyone's nominally playing under the same rules. I think it's safe to worry those might be problems, particularly as they promise more and more things will be left to options.</span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6078106, member: 6694112"] It's hard to predict whether a game will be good for an entire campaign, let alone thousands of campaigns involving thousands of groups. I'd take it on faith that they could design a base game with "[COLOR=#222222][FONT=Verdana]default options that can be swapped out if you want more complexity." That's easy. But that's not the question. The question is: does the set of options that [I]sounds[/I] appealing to each group play well for their campaign? And that involves a lot more than just being the appropriate level of complexity. It involves the process of choosing that level of complexity, it means the core books are laid out so that each set of options can run out of the same text, and it requires product support appropriate for each set of options. And if you look back across the editions, you'll see plenty of failures in undertested rules, unusable layout, and gaps in product support even when everyone's nominally playing under the same rules. I think it's safe to worry those might be problems, particularly as they promise more and more things will be left to options. [/FONT][/COLOR] Cheers! Kinak [/QUOTE]
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