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[Dragon] D&D versus d20 content
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<blockquote data-quote="Faraer" data-source="post: 1223225" data-attributes="member: 6318"><p>I'm not saying roleplaying has 'advanced' -- it's not a technology (well, it is...), playstyles aren't necessarily better than others (though I think some are!), and we have plenty of examples of roleplaying-over-rules games from the earliest days, not least Ed Greenwood's Company of Crazed Venturers campaign.</p><p></p><p>I mean 'expand' in terms of the audience: you have a guaranteed audience who eat up the continual rules-heavy stuff who have been successfully and actively coralled by Wizards, a different demographic who buy the stuff less often whose wants are catered to less well, and a much larger potential (but theoretical) audience who would love the medium of roleplaying but be bored stiff by huge rulebooks and endless 'crunchy bits'. It would certainly be a risk to break out of the current sensibility-niche, which Wizards has largely not attempted to market to.</p><p></p><p>To some extent the popularity of rules stuff is a self-fulfilling prophecy. When new players see what's published in <em>Dragon</em> their ideas of what roleplaying is about are bound to be shaped by it. The 3E philosophy of feats and combat maneuvers micromanaging the story rather than leaving more to the DM and players is a specific choice, not an inevitability of the medium, and I suspect only a minority of RPGers have lucidly thought about these questions and whether what they're doing is achieving what they want. Rules certainly do influence how campaigns are played, but so does the general culture, the type of people playing, how those rules are understood, the advice given in books and the attention paid to different topics, etc.</p></blockquote><p></p>
[QUOTE="Faraer, post: 1223225, member: 6318"] I'm not saying roleplaying has 'advanced' -- it's not a technology (well, it is...), playstyles aren't necessarily better than others (though I think some are!), and we have plenty of examples of roleplaying-over-rules games from the earliest days, not least Ed Greenwood's Company of Crazed Venturers campaign. I mean 'expand' in terms of the audience: you have a guaranteed audience who eat up the continual rules-heavy stuff who have been successfully and actively coralled by Wizards, a different demographic who buy the stuff less often whose wants are catered to less well, and a much larger potential (but theoretical) audience who would love the medium of roleplaying but be bored stiff by huge rulebooks and endless 'crunchy bits'. It would certainly be a risk to break out of the current sensibility-niche, which Wizards has largely not attempted to market to. To some extent the popularity of rules stuff is a self-fulfilling prophecy. When new players see what's published in [i]Dragon[/i] their ideas of what roleplaying is about are bound to be shaped by it. The 3E philosophy of feats and combat maneuvers micromanaging the story rather than leaving more to the DM and players is a specific choice, not an inevitability of the medium, and I suspect only a minority of RPGers have lucidly thought about these questions and whether what they're doing is achieving what they want. Rules certainly do influence how campaigns are played, but so does the general culture, the type of people playing, how those rules are understood, the advice given in books and the attention paid to different topics, etc. [/QUOTE]
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