Vaalingrade
Legend
The GSL was never lifted.I think the big clue uis 10+ years later there's no retroclone
Also, I'm pretty sure Orcus exists on this very board.
The GSL was never lifted.I think the big clue uis 10+ years later there's no retroclone
The issue I've seen is that they are all intertwined.Well fair enough. Because I feel 1 is prioritized to the nth degree already, far more than it should be, and because I don't really believe in 2 as a problem (I don't really buy into the idea of bloat as a real issue), I far prefer to muck around with 3.
A good example of incremental design that maintains (and better yet, can measure) backwards compatibility is baseball.that works with evolution, but not with a design that has maintaining compatibility as its goal.
To me the OP’s question is, could BX (or 1e) have survived, basically unaltered, until this day.
If your question is whether we make essentially the same changes either with editions every 10 years, with slightly altered rulebooks every other year (same changes over 10 years, but in increments), or over a much longer timeframe, then that is a very different question.
I'll oppose your point, by saying I'd rather see a D&D where classes were more divided and niche-coded than they are now, with little or no multi-classing and very few if any ways for any class to bleed over into the niche of another class.I want a classless D&D system is my oint
I think this because WOTC realized that most editions are not near perfect and had serious issues for long term sales.Each WotC edition has been designed such that a character rolled up in any other edition (or a player jumping editions) is much more a fish out of water
One objective factor - though damn hard to accurately measure - would be "once people start playing a given system, how long do they stick with it?".which objective factors would you suggest in order to answer the OP’s question?
I've always been in the opinion that D&D was designed around 30 very narrow niche and tropey classes from the start.I'll oppose your point, by saying I'd rather see a D&D where classes were more divided and niche-coded than they are now, with little or no multi-classing and very few if any ways for any class to bleed over into the niche of another class.
Bloat's a difficult issue to perceive if you're in from the start and buy each release as it comes out without really noticing how many books you're accumulating.I don't really believe in 2 as a problem (I don't really buy into the idea of bloat as a real issue),
I agree that D&D, 1e and 2e are largely compatible, I don't think that through evolution they would ever turn into e.g. 4e however. For that you need a redesign and break compatibility. The same is true with 5e, 2e does not get us there while maintaining compatibility.D&D in a lesser sense had that same feel through the TSR years: you could roll up an OD&D character and (with a few exceptions e.g. race-as-class) put it into play in a 2e game; and while it might not have all the modern bells and whistles, it would still be playable and the basics would still work much as expected. Same goes for a player jumping straight from one TSR version to another: they're all close enough in the basics to make the fiddly bits easy to figure out.
Each WotC edition has been designed such that a character rolled up in any other edition (or a player jumping editions) is much more a fish out of water.
that will be hard to measureOne objective factor - though damn hard to accurately measure - would be "once people start playing a given system, how long do they stick with it?".
agreed, that would be a failure, not sure the publisher disagrees either, because they will need to keep selling you something, and in that case it won't be new monsters / classes / adventures / etc. for that game, and I am not sure they can sell another new system to the same audience as easily again either.If a huge number of people buy and play a system but none of them are still playing it a year later, I'd call that a design failure. The game's author and publisher would not, however, as they made loads of money selling all those copies that people only played for a year.
Probably, if anyone who tries it sticks with it, then the failure is one of marketing more than design. On the other hand if 80% bounce off but you have 20% that love it, that to me is still a design failure.Conversely, if pretty much everyone who tries a given system ends up sticking with it for life I'd call that an off-the-charts design success, even if the actual number of those people is quite small and thus the author and publisher didn't do very well financially out of making that game.
I am not sure I want permanence, I'd rather see more changes to 2024 than what we are getting. That might end up being the reason why I do not get the books.And so there's cross-purposes at work here just like in so many other industries: the business side wants disposable, the consumer side wants permanence.