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I do want 5E (and 6E, and 7E...)
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<blockquote data-quote="Pour" data-source="post: 5695910" data-attributes="member: 59411"><p>Yeah, there certainly were a lot of changes between the two editions. Mechanics did shift. The goals remained the same, along with much of the IP, and that's where I believe the silliness is concentrated- and by silliness I mean I-still-play-as-an-adult, looking-to-contribute-in-a-freelance-capacity, read-draw-write-about-it, follow-discussions-about-its-theory-and-mechanics-too-many-hours-a-week, legacy-of-Gary-and-Dave-awesomeness. </p><p></p><p>I mean do we still have a cooperative party of player characters working to overcome challenges? Check. Numerical representations for character ability? Check. Potential for roleplaying? Check. Wasn't there a Legends and Lore and subsequent threads all about these DNDisms? If the game were just about specific crunch and numbers, and a game without THAC0 isn't D&D, then yes the dream is dead. It's just not the case, though. I, like you, don't want to nitpick the details till they're meaningless, I want to look at the larger picture that was, is and will be the game and say, "Yes, this is D&D, and this is D&D, and this and this, and even though the numbers are different, the IP might have changed a little, this one favors simulationists and this one gamists, this one is very detailed and that one is easier on DMs, they're all part of a greater legacy and all share common threads which make them twice, thrice or fours times removed from the silly notion." I mean the fact you include GURPS (and frankly lets be generous and say RPGs) as part of that legacy speaks to it transcending mechanics and really being about goals.</p><p></p><p><strong>Part II</strong></p><p>Success is very simple, I think, if you pick a certain context and define success by their accepted parameters. I don't know if I believe in any sort of 'universal' success. </p><p></p><p>I get the feeling you're looking at success from a marketing and profit growth standpoint as it pertains to a singular brand, D&D, in your example. In that instance, you got me. I have no idea. That, as everyone loves to point out, requires sales figures. We all have our hunches and that's honestly fine. All I can say to that is I enjoy the game, others enjoy the game, I know of new players who have become gamers through my edition of choice, I'm excited for the future of my edition, I'm actively working on contributing to it, and all of those to me are successes. I imagine the OSR crowd feels the same with their edition, and PF with theirs, and GURPs and SW and Savage Worlds theirs.</p><p></p><p>I would like to close out by saying I honestly do enjoy our disagreements hehe.</p></blockquote><p></p>
[QUOTE="Pour, post: 5695910, member: 59411"] Yeah, there certainly were a lot of changes between the two editions. Mechanics did shift. The goals remained the same, along with much of the IP, and that's where I believe the silliness is concentrated- and by silliness I mean I-still-play-as-an-adult, looking-to-contribute-in-a-freelance-capacity, read-draw-write-about-it, follow-discussions-about-its-theory-and-mechanics-too-many-hours-a-week, legacy-of-Gary-and-Dave-awesomeness. I mean do we still have a cooperative party of player characters working to overcome challenges? Check. Numerical representations for character ability? Check. Potential for roleplaying? Check. Wasn't there a Legends and Lore and subsequent threads all about these DNDisms? If the game were just about specific crunch and numbers, and a game without THAC0 isn't D&D, then yes the dream is dead. It's just not the case, though. I, like you, don't want to nitpick the details till they're meaningless, I want to look at the larger picture that was, is and will be the game and say, "Yes, this is D&D, and this is D&D, and this and this, and even though the numbers are different, the IP might have changed a little, this one favors simulationists and this one gamists, this one is very detailed and that one is easier on DMs, they're all part of a greater legacy and all share common threads which make them twice, thrice or fours times removed from the silly notion." I mean the fact you include GURPS (and frankly lets be generous and say RPGs) as part of that legacy speaks to it transcending mechanics and really being about goals. [B]Part II[/B] Success is very simple, I think, if you pick a certain context and define success by their accepted parameters. I don't know if I believe in any sort of 'universal' success. I get the feeling you're looking at success from a marketing and profit growth standpoint as it pertains to a singular brand, D&D, in your example. In that instance, you got me. I have no idea. That, as everyone loves to point out, requires sales figures. We all have our hunches and that's honestly fine. All I can say to that is I enjoy the game, others enjoy the game, I know of new players who have become gamers through my edition of choice, I'm excited for the future of my edition, I'm actively working on contributing to it, and all of those to me are successes. I imagine the OSR crowd feels the same with their edition, and PF with theirs, and GURPs and SW and Savage Worlds theirs. I would like to close out by saying I honestly do enjoy our disagreements hehe. [/QUOTE]
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