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<blockquote data-quote="Cybit" data-source="post: 6009007" data-attributes="member: 66111"><p>They're not disagreeing with you, it's the "hey, we want you to test this specific part. We're not ready to unveil the solution we have to this other thing yet." A lot of the criticisms of the playtest are "it's not complete" or "it's not enough!", which, well, it's an alpha test, with 2 years remaining. If content is not your issue, you can bring up in the surveys that you are interested in X content, but don't make it your beef with the system. </p><p></p><p></p><p>So, part of this is me not being able to quite communicate what I wanted. They are very, very, big on the "it's your game" idea. It's kind of the core concept of the design. There is, however, a "ye olde" generic fantasy setting that they have to try to describe for the players who don't want to create a whole new 'verse. That said, they talked about how they want to present different versions of a monster's lore within the monster manual. IE, a minotaur could harken back to its mythological roots, or, as a sidebar, they would talk about "what if minotaurs were clans? had a whole nation? how would that change things?" and give the DM suggestions on doing that.</p><p></p><p>As for narrative vs mechanics; he doesn't want the two to ever be disconnected. He believes it is a false choice between narrative and mechanics, that the two can actually be balanced and make sense in the world, and that's what they are aiming for. Bounded accuracy seems to make this easier (but still hard overall) than WotC expected. </p><p></p><p>The design goal seems to be really this: Here is this base game. Here are all the knobs you can turn to make the game the way you want it. There are certain things we will never be able to fix without breaking something else on a whole-scale level. However, we can teach you to manage / run your game and world the way that is best for you and your group. When you think about it, that's the common tie that binds all D&D editions to each other. The general 'verse, the d20, and the idea that each game is it's own unique creature. Teach everyone how to make that game they really want to play, and create a system solid enough and flexible enough to accommodate it, and, voila, you have what was thought impossible. </p><p></p><p>Probably.</p></blockquote><p></p>
[QUOTE="Cybit, post: 6009007, member: 66111"] They're not disagreeing with you, it's the "hey, we want you to test this specific part. We're not ready to unveil the solution we have to this other thing yet." A lot of the criticisms of the playtest are "it's not complete" or "it's not enough!", which, well, it's an alpha test, with 2 years remaining. If content is not your issue, you can bring up in the surveys that you are interested in X content, but don't make it your beef with the system. So, part of this is me not being able to quite communicate what I wanted. They are very, very, big on the "it's your game" idea. It's kind of the core concept of the design. There is, however, a "ye olde" generic fantasy setting that they have to try to describe for the players who don't want to create a whole new 'verse. That said, they talked about how they want to present different versions of a monster's lore within the monster manual. IE, a minotaur could harken back to its mythological roots, or, as a sidebar, they would talk about "what if minotaurs were clans? had a whole nation? how would that change things?" and give the DM suggestions on doing that. As for narrative vs mechanics; he doesn't want the two to ever be disconnected. He believes it is a false choice between narrative and mechanics, that the two can actually be balanced and make sense in the world, and that's what they are aiming for. Bounded accuracy seems to make this easier (but still hard overall) than WotC expected. The design goal seems to be really this: Here is this base game. Here are all the knobs you can turn to make the game the way you want it. There are certain things we will never be able to fix without breaking something else on a whole-scale level. However, we can teach you to manage / run your game and world the way that is best for you and your group. When you think about it, that's the common tie that binds all D&D editions to each other. The general 'verse, the d20, and the idea that each game is it's own unique creature. Teach everyone how to make that game they really want to play, and create a system solid enough and flexible enough to accommodate it, and, voila, you have what was thought impossible. Probably. [/QUOTE]
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