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How Can D&D Next Win You Over?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5977116" data-attributes="member: 54877"><p>In addition to what Balesir said, to really win me over the design has to display a few characteristics:</p><ul> <li data-xf-list-type="ul">I'm convinced that the designers have a clear vision.</li> <li data-xf-list-type="ul">The mechanics and flavor are unified in pursuit of that vision.</li> <li data-xf-list-type="ul">The development is tested and works.</li> <li data-xf-list-type="ul">The advice is congruent with the game produced.</li> <li data-xf-list-type="ul">The examples, adventures, tools, etc. support it well.</li> <li data-xf-list-type="ul">No obvious padding and bloat. (Options done well that I don't need but that other people want are not padding or bloat. They are options that I don't personally care about. But even these I want done well, for the sake of good craftmanship.)</li> </ul><p>Do all of that for even a slice of D&D that I care about, and we'll talk. Of course, given the stated goals of Next, it will have to be broader than a slice to meet the designers clear vision. But the point here is that if they, say, find out late that "plane hopping" doesn't really work for some reason, but other things do, I don't want to see some sloppy adventure pretending that plane hopping works. No used car salesman tactics. </p><p> </p><p>I've reached the point where incoherent vision, sloppy design and development, covered up with a coat of paint just really isn't fun for me. it creates the same kind of reaction that I had hunting a house, when I went in to a particular "show house" in a neighborhood by one builder and saw that they had tried to cover up bad carpentry and sloppy wiring with inexpert trim, with slopped on paint. If it's so bad that a guy like me who tinkers with it but isn't a professional can see it at a glance, then what is under the walls that I can't see? Once I start asking that question, I really can't relax and enjoy a game entirely. I don't trust it. </p><p> </p><p>So tl;dr: Make a game I can trust to be what it says it is.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5977116, member: 54877"] In addition to what Balesir said, to really win me over the design has to display a few characteristics: [LIST] [*]I'm convinced that the designers have a clear vision. [*]The mechanics and flavor are unified in pursuit of that vision. [*]The development is tested and works. [*]The advice is congruent with the game produced. [*]The examples, adventures, tools, etc. support it well. [*]No obvious padding and bloat. (Options done well that I don't need but that other people want are not padding or bloat. They are options that I don't personally care about. But even these I want done well, for the sake of good craftmanship.) [/LIST]Do all of that for even a slice of D&D that I care about, and we'll talk. Of course, given the stated goals of Next, it will have to be broader than a slice to meet the designers clear vision. But the point here is that if they, say, find out late that "plane hopping" doesn't really work for some reason, but other things do, I don't want to see some sloppy adventure pretending that plane hopping works. No used car salesman tactics. I've reached the point where incoherent vision, sloppy design and development, covered up with a coat of paint just really isn't fun for me. it creates the same kind of reaction that I had hunting a house, when I went in to a particular "show house" in a neighborhood by one builder and saw that they had tried to cover up bad carpentry and sloppy wiring with inexpert trim, with slopped on paint. If it's so bad that a guy like me who tinkers with it but isn't a professional can see it at a glance, then what is under the walls that I can't see? Once I start asking that question, I really can't relax and enjoy a game entirely. I don't trust it. So tl;dr: Make a game I can trust to be what it says it is. [/QUOTE]
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