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<blockquote data-quote="jdrakeh" data-source="post: 3712355" data-attributes="member: 13892"><p>For a little more personal perspective, I started with AD&D 1e, though not until 1995 -- the only group in the town where I lived used 2e material sparingly (when used at all). 2e, for me, didn't do anything to improve on the first edition while simultaneosuly taking a 'shotgun' approach to design. TSR peppered the market with many different rule expansions, giving little thought to how they would integrate with one another or with the core system, in an attempt to see what proved popular with consumers. If something was popular enough, they continued with it. If not, it got dropped like a hot rock. </p><p></p><p>I moved away from AD&D in the late 90s to pick up more unified systems such as <s>Rifts</s>, Shadowun, and Champions. Although I initally avoided 3e for fear of WotC taking TSR's tact where rule expansions were concerned, I later bought d20 Modern and then D&D 3.5 when I realized that rather than simply churning out new rules willy nilly in an effort to see what stuck to the wall, WotC was at least <em>trying</em> to integrate their rules into the core framework. That was the <em>big</em> difference for me -- WotC seemed to be basing their new products on actual market research. </p><p></p><p>As 3.5 moved forward, I eventually felt the drain of supplement bloat, though <em>to this day</em> I can't say that any of the supplements were truly bad or poorly designed. My issue wasn't product quality (as it had been with TSR) but, rather, product overload -- there was just too much good product and obtaining all of it (or even <em>most</em> of it) was not possible. And that left a bitter taste in my mouth. Luckily, I've been able to move past that in the last year and am happy having fun with what I <em>do</em> own.</p><p></p><p>[Edit: <em>Obviously</em> I didn't mean <em>Rifts</em> when I typed this post initially. I have no idea where that came from. Weird. I'm 99% certain that I meant GURPS.]</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3712355, member: 13892"] For a little more personal perspective, I started with AD&D 1e, though not until 1995 -- the only group in the town where I lived used 2e material sparingly (when used at all). 2e, for me, didn't do anything to improve on the first edition while simultaneosuly taking a 'shotgun' approach to design. TSR peppered the market with many different rule expansions, giving little thought to how they would integrate with one another or with the core system, in an attempt to see what proved popular with consumers. If something was popular enough, they continued with it. If not, it got dropped like a hot rock. I moved away from AD&D in the late 90s to pick up more unified systems such as [s]Rifts[/s], Shadowun, and Champions. Although I initally avoided 3e for fear of WotC taking TSR's tact where rule expansions were concerned, I later bought d20 Modern and then D&D 3.5 when I realized that rather than simply churning out new rules willy nilly in an effort to see what stuck to the wall, WotC was at least [i]trying[/i] to integrate their rules into the core framework. That was the [i]big[/i] difference for me -- WotC seemed to be basing their new products on actual market research. As 3.5 moved forward, I eventually felt the drain of supplement bloat, though [i]to this day[/i] I can't say that any of the supplements were truly bad or poorly designed. My issue wasn't product quality (as it had been with TSR) but, rather, product overload -- there was just too much good product and obtaining all of it (or even [i]most[/i] of it) was not possible. And that left a bitter taste in my mouth. Luckily, I've been able to move past that in the last year and am happy having fun with what I [i]do[/i] own. [Edit: [i]Obviously[/i] I didn't mean [i]Rifts[/i] when I typed this post initially. I have no idea where that came from. Weird. I'm 99% certain that I meant GURPS.] [/QUOTE]
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