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Blog post on the feel of D&D (marmell, reynolds et all)
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<blockquote data-quote="JeDiWiker" data-source="post: 4146408" data-attributes="member: 53136"><p>Actually, I learned recently that the decision might have boiled down to "Do you work for another game company?" Since I run <a href="http://www.thegamemechanics.com" target="_blank">The Game Mechanics</a>, they may have decided that giving me a copy of the rules (without charging me $5,000) would have been unfair to the game companies they actually approached about the GSL and the "early adopters" program.</p><p></p><p>As for designers potentially being bad playtesters, I can see that ... for most people. But I would hope that Wizards would have remembered that, ever since I worked on <em>Star Wars</em>, I've championed the idea of non-design feedback: "We tried this, under these conditions, and here's what happened" as opposed to "We tried this, it didn't work, so we suggest you try rules more like this."</p><p></p><p>And I firmly second your hope that Wizards actually has a well-researched, well-reasoned strategy behind the way they're going about all this. It's been too long since I've worked there for me to claim that I know what the current zeitgeist is, but I'm fairly certain that Wizards of the Coast is staffed by humans, who have all the usual agendas, foibles, misconceptions, power struggles, and not-so-good-after-all ideas that all humans have--but magnified by the corporate environment (just like every other corporation I've worked for). So, while I don't want to suggest that Wizards is going about this haphazardly, it certainly wouldn't surprise me if their plan is less than carefully calculated.</p><p></p><p>JD</p></blockquote><p></p>
[QUOTE="JeDiWiker, post: 4146408, member: 53136"] Actually, I learned recently that the decision might have boiled down to "Do you work for another game company?" Since I run [URL=http://www.thegamemechanics.com]The Game Mechanics[/URL], they may have decided that giving me a copy of the rules (without charging me $5,000) would have been unfair to the game companies they actually approached about the GSL and the "early adopters" program. As for designers potentially being bad playtesters, I can see that ... for most people. But I would hope that Wizards would have remembered that, ever since I worked on [I]Star Wars[/I], I've championed the idea of non-design feedback: "We tried this, under these conditions, and here's what happened" as opposed to "We tried this, it didn't work, so we suggest you try rules more like this." And I firmly second your hope that Wizards actually has a well-researched, well-reasoned strategy behind the way they're going about all this. It's been too long since I've worked there for me to claim that I know what the current zeitgeist is, but I'm fairly certain that Wizards of the Coast is staffed by humans, who have all the usual agendas, foibles, misconceptions, power struggles, and not-so-good-after-all ideas that all humans have--but magnified by the corporate environment (just like every other corporation I've worked for). So, while I don't want to suggest that Wizards is going about this haphazardly, it certainly wouldn't surprise me if their plan is less than carefully calculated. JD [/QUOTE]
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Blog post on the feel of D&D (marmell, reynolds et all)
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