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David Noonan on 4E "Cloudwatching" (Added Dave's newest comment from his blog)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3756491" data-attributes="member: 710"><p>You are not to observe the rain that will come, but the clouds that there are now. And this is 3.x and all its supplement, as well as other D20 based WotC products. Point out what you like or dislike there, why you thing that some rules work better or worse than others. That's the kind of input they will use. </p><p></p><p>I think it would lead to pure madness if they constantly show us their current state of rules and we point out weaknesses or strength as they keep changing things around. It would take forever to sort that mess out. Instead, they point to the more or less stable rule system and ask you do give you feedback to that.</p><p></p><p>Sure, there might be new issues that neither we nor the designers will see because neither can always see the full picture. But that's what the next edition will be for. (And yes, I think there will a "next" edition, but that doesn't mean I cannot enjoy the edition between.</p><p></p><p></p><p>But we see that all the time. Each year, new products get on the market. Some might in fact be the same as before, but many have improvements in them. It might be a bit easier to see with technical products like cars or computers, because the physical technological advancement is easier to grasp. </p><p>(Though we also have a completely different approach to bringing out new products, too - Fashion. A Jacket produced 10 years ago is probably not worse than one produced today, but it looks different, and that alone means that people prefer to buy a new one, even if the functionality hasn't changed)</p><p>There is also some kind of technological advancement in RPGs. Much of it might have been trial and error in the past, but as more people are inclined to "run the numbers" of their game, they can actually use mathematical approaches to predict certain issues and solve some problems. Basically, rule design is not only art, it is also parts science. </p><p> But there is certainly also a fashion element in it - maybe today, Grim & Gritty is not the main focus, because more like high action fantasy roleplay. But that might change, too, because we get satiated by it, and D&D 5 or SR 5 might feel very different again.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3756491, member: 710"] You are not to observe the rain that will come, but the clouds that there are now. And this is 3.x and all its supplement, as well as other D20 based WotC products. Point out what you like or dislike there, why you thing that some rules work better or worse than others. That's the kind of input they will use. I think it would lead to pure madness if they constantly show us their current state of rules and we point out weaknesses or strength as they keep changing things around. It would take forever to sort that mess out. Instead, they point to the more or less stable rule system and ask you do give you feedback to that. Sure, there might be new issues that neither we nor the designers will see because neither can always see the full picture. But that's what the next edition will be for. (And yes, I think there will a "next" edition, but that doesn't mean I cannot enjoy the edition between. But we see that all the time. Each year, new products get on the market. Some might in fact be the same as before, but many have improvements in them. It might be a bit easier to see with technical products like cars or computers, because the physical technological advancement is easier to grasp. (Though we also have a completely different approach to bringing out new products, too - Fashion. A Jacket produced 10 years ago is probably not worse than one produced today, but it looks different, and that alone means that people prefer to buy a new one, even if the functionality hasn't changed) There is also some kind of technological advancement in RPGs. Much of it might have been trial and error in the past, but as more people are inclined to "run the numbers" of their game, they can actually use mathematical approaches to predict certain issues and solve some problems. Basically, rule design is not only art, it is also parts science. But there is certainly also a fashion element in it - maybe today, Grim & Gritty is not the main focus, because more like high action fantasy roleplay. But that might change, too, because we get satiated by it, and D&D 5 or SR 5 might feel very different again. [/QUOTE]
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