Classically D&D requires little more than imagination and dice" AND a good DM.
ALL seemingly in short supply!
(You can never have enough dice...NEVER!)
Classically D&D requires little more than imagination and dice" AND a good DM.
This always has been and always will be true.I very much agree. When I started D&D (with OD&D as it happens), only the DM needed to know anything - and it was a fantastic (literally) environment for players to engage with.
The idea that playing D&D requires lots of rules knowledge and 'expertise' is a relatively recent concept IMO. Classically D&D requires little more than imagination and dice.
Cheers
If you mean SoC 'session' and 4E 'session' as the same kind of 'session' then 4E is in no way similar to SoC. Any role-playing game played in one 2-3 hour session, with no continuity between sessions would be absolutely boring.
I played in a 4E game where each set of encounters had a different DM and different plot. Most people simply played the numbers, and it was mind-numbingly boring, so much it was not a role-playing game at all. It would be like playing WOW or a computer game and having to do all the math yourself.
Given that static core games like HERO and GURPS are on their 6th and 4th editions respectively, I don't see the edition treadmill ending for ANY RPG...just slowing, perhaps.
On top of that, static core has it's own traps.
Adventures are only going to be purchased by 1/7th of the market, tops. AND they have to be well written or they won't sell THAT well, and that requires a good creative writing team...and creative writing skill is a bit rarer than we'd all like to believe.
If you keep publishing supplements- equipment, settings, whatever- you're almost guaranteed to introduce new rules that are going to interact with the core with varying levels of compatibility. They may even shed painful illumination on sections of the core, showing that they could have been done better. Perhaps it could even spawn an errata document...or a revision.
Or a new edition.
Johnny3D3D
As someone who owns Low-Tech, High-Tech, and Bio-Tech for GURPS (all of which are refered to as 'equipment catelogs for the system,) I highly disagree. The same rules are used...
As someone who was involved in a GURPS 2Ed (or 3Ed, I forget which) supers game who noticed that the TK rules varied between the basic books and the supers supplements, I can say that it happened even in that system.
Subsequent editions may have changed this, but that just goes along with what I said later in the post you quoted.
I wasn't suggesting that there's never a time when a game needs to evolve; I was stating that I disagree with the idea that more suppliments = more required rules in all cases.