If a game has so many dials or options that it can be almost any game I want, then what game is it really? What am I paying for? Am I buying a bunch of rules I'm not going to use? Am I buying the ability to essentially design my own game and call it D&D?
I generally feel that when I buy something, the design should be complete, and I shouldn't have to do more designing when I get it home. Too many dials or options dilute the actual artistry of the game. And they make it hard to have a shared experience with other people playing the same game in different groups.
Most of this is water under the bridge already. D&D has included optional rules since its very beginning. And I understand from the process of trying to order a pizza in a group how hard it is to get everyone to agree.
But I do personally prefer things with less options and more of the artist's decisions behind it. After all, Romeo and Juliet would have been kind of silly if at the end a narrator popped out and asked "Well what do you think, guys? What's Juliet going to do when she sees Romeo laying there? Raise your hand if you want her to kill herself."
I generally feel that when I buy something, the design should be complete, and I shouldn't have to do more designing when I get it home. Too many dials or options dilute the actual artistry of the game. And they make it hard to have a shared experience with other people playing the same game in different groups.
Most of this is water under the bridge already. D&D has included optional rules since its very beginning. And I understand from the process of trying to order a pizza in a group how hard it is to get everyone to agree.
But I do personally prefer things with less options and more of the artist's decisions behind it. After all, Romeo and Juliet would have been kind of silly if at the end a narrator popped out and asked "Well what do you think, guys? What's Juliet going to do when she sees Romeo laying there? Raise your hand if you want her to kill herself."
