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Help! (gasp) drowning in D&D options... (urk) so many... can't focus... (cough)
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<blockquote data-quote="TrubbulTheTroll" data-source="post: 1185453" data-attributes="member: 12343"><p>Excellent reply, my dear Henry. And I agree on all points. But please be advised though that I was not comparing TSR to Wizards (your comparison is very valid but not applicable to this argument. 2e is yesterday's news and TSR's woes are old lessons). </p><p></p><p>As for picking & choosing, closing sluicegates, sales to players, etc., these are simply obvious answers. We all know we can pick and choose (but for some reason many posters think they are offering great advice about such an apparent choice of action). We also all know that Wizards is going to do what makes the most money for them (they are a business after all). A smart business makes smart decisions.</p><p></p><p>The shift I speak of is from 3.0 to 3.5, where a slew of rules follows the edition's release, only to be incorporated into the core with the next edition and then the race begins anew. It is a philosophical shift in how the game is being played, in how the game is conceptualized and marketed, in how it creates and nourishes expectations among the gaming community, in how it steers this great game in a partcular. </p><p></p><p>To take your cue and go back to the days of TSR, most crunchy bits (and there were tons of them) were heavily tied to a particular campaign setting. The lack of this "fluff" in today's market is a mark of the shift I mention. And as someone has mentioned here, this ceaseless flow of crunchy bits becomes in and of itself soulless. You may not see what I am seeing and/or it may not even matter to you but it is of importance to me.</p></blockquote><p></p>
[QUOTE="TrubbulTheTroll, post: 1185453, member: 12343"] Excellent reply, my dear Henry. And I agree on all points. But please be advised though that I was not comparing TSR to Wizards (your comparison is very valid but not applicable to this argument. 2e is yesterday's news and TSR's woes are old lessons). As for picking & choosing, closing sluicegates, sales to players, etc., these are simply obvious answers. We all know we can pick and choose (but for some reason many posters think they are offering great advice about such an apparent choice of action). We also all know that Wizards is going to do what makes the most money for them (they are a business after all). A smart business makes smart decisions. The shift I speak of is from 3.0 to 3.5, where a slew of rules follows the edition's release, only to be incorporated into the core with the next edition and then the race begins anew. It is a philosophical shift in how the game is being played, in how the game is conceptualized and marketed, in how it creates and nourishes expectations among the gaming community, in how it steers this great game in a partcular. To take your cue and go back to the days of TSR, most crunchy bits (and there were tons of them) were heavily tied to a particular campaign setting. The lack of this "fluff" in today's market is a mark of the shift I mention. And as someone has mentioned here, this ceaseless flow of crunchy bits becomes in and of itself soulless. You may not see what I am seeing and/or it may not even matter to you but it is of importance to me. [/QUOTE]
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Help! (gasp) drowning in D&D options... (urk) so many... can't focus... (cough)
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