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Game design has "moved on"
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<blockquote data-quote="Piratecat" data-source="post: 6235462" data-attributes="member: 2"><p>I draw a real distinction between "the state of the art has advanced" and "this game is different." The former should apply more-or-less globally to games, whether you like them or not.</p><p></p><p>- There's currently an emphasis on fast character generation or ready-to-play characters (Apocalypse World, Dungeon World, D&D Next (at least partially), Feng Shui)</p><p>- Clunky game mechanics are generally jettisoned for ones that are intuitive (negative ACs)</p><p>- Books are better arranged and laid out, hopefully with indices</p><p>- Dice mechanics tend towards the fast and elegant</p><p></p><p>For instance, I love Shadowrun despite its system, which seems dated to me. Characters are really complex, and my elven PR guy rolls 23 d6 (plucking out the 5s and 6s) every time he uses a particular skill. I don't think we'll see a lot of new games using that system. I don't kid myself into thinking I'm the arbiter of taste, though, just because I find it awkward. </p><p></p><p>I wonder if this is what helped make 4e feel ponderous to me (despite the fact that I run two 4e campaigns, both of which I love.) As more and more other games skewed towards lighter, faster and more streamlined mechanics, 4e piled on complexity and detail. Maybe it tried to lead, and not everyone wanted to follow.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 6235462, member: 2"] I draw a real distinction between "the state of the art has advanced" and "this game is different." The former should apply more-or-less globally to games, whether you like them or not. - There's currently an emphasis on fast character generation or ready-to-play characters (Apocalypse World, Dungeon World, D&D Next (at least partially), Feng Shui) - Clunky game mechanics are generally jettisoned for ones that are intuitive (negative ACs) - Books are better arranged and laid out, hopefully with indices - Dice mechanics tend towards the fast and elegant For instance, I love Shadowrun despite its system, which seems dated to me. Characters are really complex, and my elven PR guy rolls 23 d6 (plucking out the 5s and 6s) every time he uses a particular skill. I don't think we'll see a lot of new games using that system. I don't kid myself into thinking I'm the arbiter of taste, though, just because I find it awkward. I wonder if this is what helped make 4e feel ponderous to me (despite the fact that I run two 4e campaigns, both of which I love.) As more and more other games skewed towards lighter, faster and more streamlined mechanics, 4e piled on complexity and detail. Maybe it tried to lead, and not everyone wanted to follow. [/QUOTE]
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