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Dragon Bashing- Why is it en vogue?
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<blockquote data-quote="CTD" data-source="post: 769060" data-attributes="member: 7402"><p>I'm not a hater, but I don't buy Dragon anymore either. I haven't since shortly after the release of 3E. It just didn't offer me anything. Not that it went bad, but my needs were not being met.</p><p></p><p>Instead of a point by point listing of things (much of what is said above) I'll try to sum it up into a notion.</p><p></p><p>I don't need a bunch of new widgets. Dragon has traditionally offered up a lot of cool widgets. New spells, monsters, magic items, prestiege classes, Gods, etc.</p><p></p><p>I need to explore the nuances of the game as it is. The relationship between the rules that you don't immediately notice. Deep articles (almost technical) about advetnure design. How to really build a great encounter. How to test ideas before your players see them. How to develop different styles within a camaign. How to understand the differences between designing an adventure/arc for a one shot night, convention game, or extended campaign. I'd like to see a lot of grit on how to use the game system to the fullest, and how to bend it in interesting ways.</p><p></p><p>Monte Cook <em>does</em> that kind of stuff, but we don't explore what he's doing at the design level. We look at all the widgets that result and admire his great skill in crafting.</p><p></p><p>D&D/D20 has always been a tool that you use to shape your entertainment with. No matter what edition you use. The trend for product or magazine articles has always been focused on giving you new widgets to shape with. Any mention of how to shape, or how to add in little flourishes to the design has mostly been very light and surface level and pointed toward the new DM's and players out there.</p><p></p><p>I want to dig into the guts of the system and watch the heart beat, so I can understand the animal better. I'd gladly pay good dollar to see that in any form.</p></blockquote><p></p>
[QUOTE="CTD, post: 769060, member: 7402"] I'm not a hater, but I don't buy Dragon anymore either. I haven't since shortly after the release of 3E. It just didn't offer me anything. Not that it went bad, but my needs were not being met. Instead of a point by point listing of things (much of what is said above) I'll try to sum it up into a notion. I don't need a bunch of new widgets. Dragon has traditionally offered up a lot of cool widgets. New spells, monsters, magic items, prestiege classes, Gods, etc. I need to explore the nuances of the game as it is. The relationship between the rules that you don't immediately notice. Deep articles (almost technical) about advetnure design. How to really build a great encounter. How to test ideas before your players see them. How to develop different styles within a camaign. How to understand the differences between designing an adventure/arc for a one shot night, convention game, or extended campaign. I'd like to see a lot of grit on how to use the game system to the fullest, and how to bend it in interesting ways. Monte Cook [i]does[/i] that kind of stuff, but we don't explore what he's doing at the design level. We look at all the widgets that result and admire his great skill in crafting. D&D/D20 has always been a tool that you use to shape your entertainment with. No matter what edition you use. The trend for product or magazine articles has always been focused on giving you new widgets to shape with. Any mention of how to shape, or how to add in little flourishes to the design has mostly been very light and surface level and pointed toward the new DM's and players out there. I want to dig into the guts of the system and watch the heart beat, so I can understand the animal better. I'd gladly pay good dollar to see that in any form. [/QUOTE]
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