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<blockquote data-quote="Crazy Jerome" data-source="post: 5771397" data-attributes="member: 54877"><p>On the question of who gets catered to and how much, I want some form of modularity because:</p><ul> <li data-xf-list-type="ul">I want other people to get what they want. If they do, they are happier, and likely to write something that I might like, even if it wasn't on my radar initially.</li> <li data-xf-list-type="ul">I like to change the game myself from campaign to campaign. If you make the perfect game for me for campaign X, it probably won't be for campaign Y.</li> </ul><p>However, I don't want a framework like GURPS or Hero System, because:</p><ul> <li data-xf-list-type="ul">The market has more or less proven that most people aren't comfortable with that--they want something they can play out of the box, even if they customize it some now or later.</li> <li data-xf-list-type="ul">No one believes a game can be all things to all people, but framework games have proven to me that you can't even have a game that is all things to one person. There are generic systems, but no truly "universal" ones.</li> </ul><p>Modularity done right does not mean trying to do everything. Rather, it means that if there are <strong>popular</strong> choices that are somewhat incompatible with each other, you let people pick. That you can't play RuneQuest or Ars Magica or GURPS Fantasy or Burning Wheel or any number of other such perfectly fine games with an edition of D&D is not really a valid critique of D&D. (If you have elements of those games well adapted to D&D, no problem. But you don't replicate the experience entirely.) And some people twisted even the original D&D so out of its intended purpose that they really should move onto another game that does what they want better, and they can't really be catered to. Of course the lines are somewhat blurry on the edges, too. However, given all that, there are still things you ought to be able to do easily with D&D, if you are so inclined.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5771397, member: 54877"] On the question of who gets catered to and how much, I want some form of modularity because: [LIST] [*]I want other people to get what they want. If they do, they are happier, and likely to write something that I might like, even if it wasn't on my radar initially. [*]I like to change the game myself from campaign to campaign. If you make the perfect game for me for campaign X, it probably won't be for campaign Y. [/LIST]However, I don't want a framework like GURPS or Hero System, because: [LIST] [*]The market has more or less proven that most people aren't comfortable with that--they want something they can play out of the box, even if they customize it some now or later. [*]No one believes a game can be all things to all people, but framework games have proven to me that you can't even have a game that is all things to one person. There are generic systems, but no truly "universal" ones. [/LIST]Modularity done right does not mean trying to do everything. Rather, it means that if there are [B]popular[/B] choices that are somewhat incompatible with each other, you let people pick. That you can't play RuneQuest or Ars Magica or GURPS Fantasy or Burning Wheel or any number of other such perfectly fine games with an edition of D&D is not really a valid critique of D&D. (If you have elements of those games well adapted to D&D, no problem. But you don't replicate the experience entirely.) And some people twisted even the original D&D so out of its intended purpose that they really should move onto another game that does what they want better, and they can't really be catered to. Of course the lines are somewhat blurry on the edges, too. However, given all that, there are still things you ought to be able to do easily with D&D, if you are so inclined. [/QUOTE]
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