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<blockquote data-quote="Iosue" data-source="post: 6248251" data-attributes="member: 6680772"><p>Most games have edition wars over cosmetic issues. oWOD vs nWOD. B/X Errol Otus and Souvenir font vs BECMI Larry Elmore and Baskerville. The rules and design paradigm are essentially the same, barring a few subsystems. On the whole, early material is compatible with later material. In most cases, it truly is a case of "ze game remains ze same." People don't argue about the existential stuff because they all basically agree with the essential form of the game, which doesn't really change.</p><p></p><p>WotC chose in 2000 to rebuild the game from the ground up with a new design paradigm, did it again in 2008, and are doing it again now in 2014. Each time they did they brought in different types of gamers who want different things from their games. So, in broad strokes, TSR-D&D folks and 3e folks largely disagree with 4e folks about the degree of necessity for tight math and balance. 3e and 4e folks largely disagree with TSR-D&D folks over the primacy of rules vs. DM. TSR-D&D and 4e folks disagree with 3e folks over the degree to which rules should act as physics simulators. Because WotC has chosen to make each edition a relatively distinct game with a distinct design philosophy, fans of each division are compelled to debate these fundamental issues, rather than the vagaries of Morgan Ironwoof vs. Aleena, or whether demons should be called demons or tanar'ri.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6248251, member: 6680772"] Most games have edition wars over cosmetic issues. oWOD vs nWOD. B/X Errol Otus and Souvenir font vs BECMI Larry Elmore and Baskerville. The rules and design paradigm are essentially the same, barring a few subsystems. On the whole, early material is compatible with later material. In most cases, it truly is a case of "ze game remains ze same." People don't argue about the existential stuff because they all basically agree with the essential form of the game, which doesn't really change. WotC chose in 2000 to rebuild the game from the ground up with a new design paradigm, did it again in 2008, and are doing it again now in 2014. Each time they did they brought in different types of gamers who want different things from their games. So, in broad strokes, TSR-D&D folks and 3e folks largely disagree with 4e folks about the degree of necessity for tight math and balance. 3e and 4e folks largely disagree with TSR-D&D folks over the primacy of rules vs. DM. TSR-D&D and 4e folks disagree with 3e folks over the degree to which rules should act as physics simulators. Because WotC has chosen to make each edition a relatively distinct game with a distinct design philosophy, fans of each division are compelled to debate these fundamental issues, rather than the vagaries of Morgan Ironwoof vs. Aleena, or whether demons should be called demons or tanar'ri. [/QUOTE]
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