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General Tabletop Discussion
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Do players really want balance?
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<blockquote data-quote="Thomas Shey" data-source="post: 9485928" data-attributes="member: 7026617"><p>McDonalds was first founded in 1940. Does its continual existence say anything about its excellence, or its consistency and footprint?</p><p></p><p></p><p></p><p>Measure of quality that are based on popularity are, however, conflating too many elements to tell you anything but to tell you're they're popular. I don't think most people would find that a particularly useful metric for it, and really don't in any other area of endeavor, so I don't think RPGs get a pass here.</p><p></p><p></p><p></p><p>If D&D is a success entirely on excellence of design, then similar games would be doing as well or better than other styles of games with different design but the same level of footprint, right? If so, feel free to point at an example. Other D&D adjacents sometimes do okay, but they're not exactly beating other comparable competitors. Why would that be?</p><p></p><p>Because that's the only way you can do that; peel off the game's other advantages, and still show its preferred. And the best examples you can find on that don't seem to do so.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9485928, member: 7026617"] McDonalds was first founded in 1940. Does its continual existence say anything about its excellence, or its consistency and footprint? Measure of quality that are based on popularity are, however, conflating too many elements to tell you anything but to tell you're they're popular. I don't think most people would find that a particularly useful metric for it, and really don't in any other area of endeavor, so I don't think RPGs get a pass here. If D&D is a success entirely on excellence of design, then similar games would be doing as well or better than other styles of games with different design but the same level of footprint, right? If so, feel free to point at an example. Other D&D adjacents sometimes do okay, but they're not exactly beating other comparable competitors. Why would that be? Because that's the only way you can do that; peel off the game's other advantages, and still show its preferred. And the best examples you can find on that don't seem to do so. [/QUOTE]
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Do players really want balance?
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