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How should 5e handle rules problems?
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<blockquote data-quote="ExploderWizard" data-source="post: 5828595" data-attributes="member: 66434"><p>How easy is it sans computer? I don't want to pay good money for a book only to have it be full of taped up pages of errata within a couple months and on top of that, have it called a good thing. </p><p> </p><p> Design a solid yet flexible ruleset. Playtest well, THEN print it. Do not release your active beta as the finished game. Pnp rpgs are not software. People don't want to spend good money on beautifully crafted books that don't even last a year before being outdated. </p><p> </p><p>SJ games can manage this and they are a much smaller company. With the resources WOTC/Hasbro has at their disposal its just embarrassing to have all this errata streaming out in such a short time. </p><p> </p><p>Does this mean a zero tolerance policy for errata? Of course not. Books are assembled by people and sometimes mistakes are made. With a decent editor, (which a company of this size had better be able to afford or just stop now) the amount of errata will be small and easily corrected on a second print run. </p><p> </p><p>I sincerely hope WOTC has learned its lesson about trying to make the game "hack proof" and chasing every little loophole inspired exploit like a dog chasing its tail. Here is a bit of secret lore that game designers should know by now:</p><p> </p><p>ANY RPG WORTH PLAYING CAN BE "BROKEN" BY ANYONE WHO TRIES HARD ENOUGH. </p><p> </p><p>Design your game knowing that will help you hold on to your sanity. Endless futzing around for a balance that doesn't exist with patch after patch is for computer games. You kind of need to there because there is no human being in the equation to exercise judgement. Computer game rules<strong> have no spirit</strong>. Games intended to be run by human beings DO.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5828595, member: 66434"] How easy is it sans computer? I don't want to pay good money for a book only to have it be full of taped up pages of errata within a couple months and on top of that, have it called a good thing. Design a solid yet flexible ruleset. Playtest well, THEN print it. Do not release your active beta as the finished game. Pnp rpgs are not software. People don't want to spend good money on beautifully crafted books that don't even last a year before being outdated. SJ games can manage this and they are a much smaller company. With the resources WOTC/Hasbro has at their disposal its just embarrassing to have all this errata streaming out in such a short time. Does this mean a zero tolerance policy for errata? Of course not. Books are assembled by people and sometimes mistakes are made. With a decent editor, (which a company of this size had better be able to afford or just stop now) the amount of errata will be small and easily corrected on a second print run. I sincerely hope WOTC has learned its lesson about trying to make the game "hack proof" and chasing every little loophole inspired exploit like a dog chasing its tail. Here is a bit of secret lore that game designers should know by now: ANY RPG WORTH PLAYING CAN BE "BROKEN" BY ANYONE WHO TRIES HARD ENOUGH. Design your game knowing that will help you hold on to your sanity. Endless futzing around for a balance that doesn't exist with patch after patch is for computer games. You kind of need to there because there is no human being in the equation to exercise judgement. Computer game rules[B] have no spirit[/B]. Games intended to be run by human beings DO. [/QUOTE]
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