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General Tabletop Discussion
*Dungeons & Dragons
Ditching Archetypes 6E?
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<blockquote data-quote="Scott Christian" data-source="post: 9749677" data-attributes="member: 6901101"><p>No I didn't. I said the debate is silly. The game allows you to make rule changes. And, in the grand scheme those rarely affect the game.</p><p></p><p>The bolded part is a bit too succinct, but it was late. As I just clarified, we are talking about changing a lot of rules or creating a new system. To suppose that one person is going to do better without spending 40-hour work weeks designing, playing, testing, redesigning, playing, testing, redesigning, etc... is silly.</p><p></p><p>No, my argument says "most of the time." That is what I said, and that is what I meant. Here it is: </p><p></p><p></p><p>I agree. Paid employees can do a job poorly. But concede the fact that a team of four spending 640 hours a month doing something versus an individual spending 40 (maybe?) hours a month doing something will <strong>most of the time</strong> do better work. Now, take that and apply it to a year. Then take that and apply it to playtesting using a wide variety of groups. Guess what? The team will produce the better product. </p><p></p><p>Again, I do not take away the fact that someone can come along and say, "The ranger is terrible. I am going to tweak it and improve it." And behold! They accomplish that task. But, if someone is designing a game system, they will need to put in the time, and most of that time is editing and changing things they thought were awesome. Hence, your Kickstarter comment. Most people that have had successful Kickstarters put in a ton of time. Their stuff is worthy of being bought. You are conflating the two when they are not meant to be. (ie. Successful Kickstarters are game designers.)</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9749677, member: 6901101"] No I didn't. I said the debate is silly. The game allows you to make rule changes. And, in the grand scheme those rarely affect the game. The bolded part is a bit too succinct, but it was late. As I just clarified, we are talking about changing a lot of rules or creating a new system. To suppose that one person is going to do better without spending 40-hour work weeks designing, playing, testing, redesigning, playing, testing, redesigning, etc... is silly. No, my argument says "most of the time." That is what I said, and that is what I meant. Here it is: I agree. Paid employees can do a job poorly. But concede the fact that a team of four spending 640 hours a month doing something versus an individual spending 40 (maybe?) hours a month doing something will [B]most of the time[/B] do better work. Now, take that and apply it to a year. Then take that and apply it to playtesting using a wide variety of groups. Guess what? The team will produce the better product. Again, I do not take away the fact that someone can come along and say, "The ranger is terrible. I am going to tweak it and improve it." And behold! They accomplish that task. But, if someone is designing a game system, they will need to put in the time, and most of that time is editing and changing things they thought were awesome. Hence, your Kickstarter comment. Most people that have had successful Kickstarters put in a ton of time. Their stuff is worthy of being bought. You are conflating the two when they are not meant to be. (ie. Successful Kickstarters are game designers.) [/QUOTE]
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