I agree it's not the place for in-depth discussion. Wolfgang Bauer's project is the sort of thing to get into if you want that; discussion while it's being designed. You can ask questions and get focus on the issues you are concerned about.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.
No, we don't need that. However, it's very useful in areas where DMs are likely to tweak it. It's much easier to tweak something when you know why it's that way in the first place.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.
shilsen said:And then I had a vision of ENWorld with a dozen threads crying, "WotC's Designer Notes stole my childhood and ate my baby!!!!"
Piratecat said:This is great news. When I know what they're thinking behind a design, it's much easier for me to play with the concept and keep any changes balanced. I'm all for this.
If there is to be filler, I'd much rather it be design notes than some of the useless, half-baked stuff I've seen in many books.harmyn said:Now my fear of what the reality will be - filler to make sure the page count is padded to the correct level and therefore just a drain on my resources. Not saying that is their intention, but when you are on a deadline and desperate to hit the numbers the "head office" handed down this sounds like a quickie way to fill up that space.