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Eye Tyrant. Who Died and Made You Gygax?? Design Your Own D&D 2024X3.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9633326" data-attributes="member: 6790260"><p>As with many other "simple, obvious" changes (like "replace ability scores with direct modifiers"), one of the problems with doing this is that even if it only affects 20% of the userbase, that 20% is part of your <em>diehard</em> support.</p><p></p><p>Any activity that depends on a community to function (one key way that TTRPGs <em>do</em> in fact resemble MMORPGs--or perhaps MMOs resemble TTRPGs?) tends to produce this kind of situation. A dense core nucleus of deeply enfranchised fans, and a large but diffuse cloud of slightly-engaged fans. Remove or weaken the nucleus, and the cloud disperses, often leading to a vicious cycle. But neglect the diffuse cloud, and the nucleus (which depends on contributions from the cloud) slowly bleeds out.</p><p></p><p>Pure-mods is almost certainly never going to be popular with enfranchised D&D fans--but the savings from switching to them is, honestly, pretty minor compared to the cost. Hence, this is one of those areas where you can easily give a sop to old-school fans with relatively minor cost. By comparison, moving back to the 1e/2e save categories ("wands", "death" etc.) would be a massive shift and almost certainly wouldn't be well-received by casual fans, even if some old-school fans would be over the moon about it.</p><p></p><p>This is, in part, what I mean by still putting like 15% of your "idea generating" budget toward old-school-leaning stuff. There's an awful lot of "tradition" in D&D that is...well. It's paper-thin <em>already</em>. So it's not hard to make a paper-thin rendition thereof without really paying that much of a cost in terms of clunk/cruft/bloat.</p><p></p><p>Strategic decisions on this topic, finding the places with the biggest impact to old-school fans while still making meaningful change, would be one of the most important parts of designing a book that needs to appeal to an enormous audience.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9633326, member: 6790260"] As with many other "simple, obvious" changes (like "replace ability scores with direct modifiers"), one of the problems with doing this is that even if it only affects 20% of the userbase, that 20% is part of your [I]diehard[/I] support. Any activity that depends on a community to function (one key way that TTRPGs [I]do[/I] in fact resemble MMORPGs--or perhaps MMOs resemble TTRPGs?) tends to produce this kind of situation. A dense core nucleus of deeply enfranchised fans, and a large but diffuse cloud of slightly-engaged fans. Remove or weaken the nucleus, and the cloud disperses, often leading to a vicious cycle. But neglect the diffuse cloud, and the nucleus (which depends on contributions from the cloud) slowly bleeds out. Pure-mods is almost certainly never going to be popular with enfranchised D&D fans--but the savings from switching to them is, honestly, pretty minor compared to the cost. Hence, this is one of those areas where you can easily give a sop to old-school fans with relatively minor cost. By comparison, moving back to the 1e/2e save categories ("wands", "death" etc.) would be a massive shift and almost certainly wouldn't be well-received by casual fans, even if some old-school fans would be over the moon about it. This is, in part, what I mean by still putting like 15% of your "idea generating" budget toward old-school-leaning stuff. There's an awful lot of "tradition" in D&D that is...well. It's paper-thin [I]already[/I]. So it's not hard to make a paper-thin rendition thereof without really paying that much of a cost in terms of clunk/cruft/bloat. Strategic decisions on this topic, finding the places with the biggest impact to old-school fans while still making meaningful change, would be one of the most important parts of designing a book that needs to appeal to an enormous audience. [/QUOTE]
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