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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Lanefan" data-source="post: 7748948" data-attributes="member: 29398"><p>which might be a significant part of why 4e never held any appeal for me. I want the exploration. I want the mapping. I want the what's-around-the-next-corner sort of vibe.</p><p></p><p>And any MtG players they were going to get would have come over with 3e, not 4e.</p><p></p><p>Through the '90s WotC found massive success with a game - MtG - that as part of its design had to have a rule for absolutely everything. By 2000 the rules and rulings for that game were as big and as dense as a dictionary of the English language - I know this as I was doing (badly in) some MtG tournaments around then and had to keep up with this stuff.</p><p></p><p>And so when they designed 3e D&D there was an obvious move towards also having a rule for everything - hell, it worked in Magic, why not here? - and that was their play to attract MtG players. This may or may not have been a factor in 3e's out-of-the-gate sales success, I don't know. But to those of us used to 1e-era stuff, the MtG design influence on 3e in ths regard couldn't be missed.</p><p></p><p>There's also a strong ethos that says the DM's job includes tweaking or kitbashing the rules system to suit her own game/self/players; and 4e (and 3e for all that) was not a very kitbash-friendly system - too many knock-on effects where changing something here broke things there, there, and probably there as well.</p><p></p><p>And this was intentional on the part of the designers, as their definition of DM-proofing included kitbash-proofing. Compare this with 5e, where the specific design intention is to make it modular and thus kitbash-friendly.</p><p>I don't see the connection - please elaborate.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7748948, member: 29398"] which might be a significant part of why 4e never held any appeal for me. I want the exploration. I want the mapping. I want the what's-around-the-next-corner sort of vibe. And any MtG players they were going to get would have come over with 3e, not 4e. Through the '90s WotC found massive success with a game - MtG - that as part of its design had to have a rule for absolutely everything. By 2000 the rules and rulings for that game were as big and as dense as a dictionary of the English language - I know this as I was doing (badly in) some MtG tournaments around then and had to keep up with this stuff. And so when they designed 3e D&D there was an obvious move towards also having a rule for everything - hell, it worked in Magic, why not here? - and that was their play to attract MtG players. This may or may not have been a factor in 3e's out-of-the-gate sales success, I don't know. But to those of us used to 1e-era stuff, the MtG design influence on 3e in ths regard couldn't be missed. There's also a strong ethos that says the DM's job includes tweaking or kitbashing the rules system to suit her own game/self/players; and 4e (and 3e for all that) was not a very kitbash-friendly system - too many knock-on effects where changing something here broke things there, there, and probably there as well. And this was intentional on the part of the designers, as their definition of DM-proofing included kitbash-proofing. Compare this with 5e, where the specific design intention is to make it modular and thus kitbash-friendly. I don't see the connection - please elaborate. Lanefan [/QUOTE]
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