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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Imaro" data-source="post: 9238881" data-attributes="member: 48965"><p>I don't know how better to explain this to you... The Mech design, usage and combat in NMS is anemic compared to say Armored Core that's the comparison I am making. The thing is in Armored Core I can't jump in a spaceship and fly to another planet or participate in a dogfight. NMS doesn't commit to any of these things they leave it up to you as a player to find your fun in the game world, much of that fun isn't about depth in one particular thing but in the breadth of things, regardless of how fleshed out they are, that you can experience in the game.</p><p></p><p></p><p></p><p></p><p></p><p>Yes but your argument seems to be implying, if not explicitly stating that if D&D goes the array of player experiences route it must provide rules with the same depth as a bespoke experience game for all of them which is an unrealistic expectation and honestly not what I think most players want. See NMS succeeds because it doesn't force you to delve to deeply into any one experience in order to enjoy it.</p><p></p><p></p><p></p><p>And I think it's an antiquated way of looking at how the game should be taught (by reading 2-3 300+ page books) . If anything WotC should be leveraging DnDBeyond along with video tutorials, social media and starter sets to teach the fundamentals and from there you move into the core books. Especially with the rising cost of print materials... it just seems silly to think the core books are the best way to get the fundamentals to new players.</p></blockquote><p></p>
[QUOTE="Imaro, post: 9238881, member: 48965"] I don't know how better to explain this to you... The Mech design, usage and combat in NMS is anemic compared to say Armored Core that's the comparison I am making. The thing is in Armored Core I can't jump in a spaceship and fly to another planet or participate in a dogfight. NMS doesn't commit to any of these things they leave it up to you as a player to find your fun in the game world, much of that fun isn't about depth in one particular thing but in the breadth of things, regardless of how fleshed out they are, that you can experience in the game. Yes but your argument seems to be implying, if not explicitly stating that if D&D goes the array of player experiences route it must provide rules with the same depth as a bespoke experience game for all of them which is an unrealistic expectation and honestly not what I think most players want. See NMS succeeds because it doesn't force you to delve to deeply into any one experience in order to enjoy it. And I think it's an antiquated way of looking at how the game should be taught (by reading 2-3 300+ page books) . If anything WotC should be leveraging DnDBeyond along with video tutorials, social media and starter sets to teach the fundamentals and from there you move into the core books. Especially with the rising cost of print materials... it just seems silly to think the core books are the best way to get the fundamentals to new players. [/QUOTE]
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