Arnwyn
First Post
You'd be correct. All I needed was "superficial" in RHoD, just to give me a better idea of what assumptions they've made, in as little space as possible. I got that.Joshua Randall said:Actually, I found many of the designer's notes in Red Hand of Doom to be pretty blah. Superficial insights rather than in-depth discussion. But, I suppose a published adventure is really not the place for in-depth discussions of game design.
I think we can expect reasonable moderation from the WotC designers. This seems to be a non-issue, to me. I do think, though, that because the more recent WotC books seem to have some page count issues, they will have to be quite selective. FC1, for example, was way too short.Which begs the question, is some future D&D book the correct place for in-depth discussion of game design? Do we need to know in the book why something was designed the way it was? Where does it end -- why are there three BAB progressions? Why don't paladins get good Will saves? Etc. ad infinitum.
As a side note, I found this particular statement in the article to be something of a hoot:
Considering a lot of what's been coming out of WotC for a long while: No. No I'm not surprised.David Noonan said:You’d be surprised at how easy it is for me to get into a very utilitarian “rules text mode” when I’m writing. I get serviceable rules that way, but I might put you to sleep en route.
IMO, getting to the "Reads Good, Plays Good" point is a very laudable goal (since I never get past the "Reads Bad" part to waste my time with the "play" part).