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I don't want 5E, I want a definitive D&D (the Monopoly model)
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<blockquote data-quote="GregoryOatmeal" data-source="post: 5690999" data-attributes="member: 6667661"><p>Actually I think MTG is a great analogy - it's just about exactly what I want. I played between 1995 and 1998. When I bump into a player I still borrow a deck and pick it up and play. Sure there's a ton of new strategies and mechanics, and I'd be unable to make a tournament deck or use my old cards in competitive play. But that's fine, I can still pick up and play the game with any other player whose played MTG. Like D&D it's a complex and expensive game to learn, but once you get past that you don't have to spend a lot of money on new rulebooks or time learning nuanced new rules. </p><p></p><p>So when I'm sixty-five, if MTG is still played (and it very well may be), it would be nice to share that game with a grandson. However if he's onto the next thing (as reality would suggest), well, I'll be older and slower and unable to grasp a new complex game. He'll try to teach me 12th edition D&D, I won't master all the new rules, he won't want to take the time to learn my old game, and that just sucks.</p><p></p><p>My point is deep and complex games like D&D and Magic don't need to constantly alter their foundation. Magic is essentially the same game about mana and spells and summoning armies and innovative card combinations and it's still fresh, appeals to multiple age groups now that play together, and incredibly successful. All normal MTG cards are compatible with each other (yeah, their are some exceptions, but that's largely besides the point). Anyone that's ever learned Magic should be able to pick it up again and play casually with anyone else that's ever learned Magic, regardless of when they started with the game. The new mechanics are clearly explained on the cards in terms that should be understandable by anyone who understands the enduring foundation of the game.</p><p></p><p>It's all about barriers to entry to casual play. Once we've learned D&D we shouldn't have to relearn it, but we do. Changes to the foundation of Football, Magic, Trivial Pursuit, Monopoly, etc., are so small that they don't divide their respective communities, require significant financial and time commitments to learn. The foundation of D&D changes dramatically and constantly. You have to be very committed to stick with it.</p></blockquote><p></p>
[QUOTE="GregoryOatmeal, post: 5690999, member: 6667661"] Actually I think MTG is a great analogy - it's just about exactly what I want. I played between 1995 and 1998. When I bump into a player I still borrow a deck and pick it up and play. Sure there's a ton of new strategies and mechanics, and I'd be unable to make a tournament deck or use my old cards in competitive play. But that's fine, I can still pick up and play the game with any other player whose played MTG. Like D&D it's a complex and expensive game to learn, but once you get past that you don't have to spend a lot of money on new rulebooks or time learning nuanced new rules. So when I'm sixty-five, if MTG is still played (and it very well may be), it would be nice to share that game with a grandson. However if he's onto the next thing (as reality would suggest), well, I'll be older and slower and unable to grasp a new complex game. He'll try to teach me 12th edition D&D, I won't master all the new rules, he won't want to take the time to learn my old game, and that just sucks. My point is deep and complex games like D&D and Magic don't need to constantly alter their foundation. Magic is essentially the same game about mana and spells and summoning armies and innovative card combinations and it's still fresh, appeals to multiple age groups now that play together, and incredibly successful. All normal MTG cards are compatible with each other (yeah, their are some exceptions, but that's largely besides the point). Anyone that's ever learned Magic should be able to pick it up again and play casually with anyone else that's ever learned Magic, regardless of when they started with the game. The new mechanics are clearly explained on the cards in terms that should be understandable by anyone who understands the enduring foundation of the game. It's all about barriers to entry to casual play. Once we've learned D&D we shouldn't have to relearn it, but we do. Changes to the foundation of Football, Magic, Trivial Pursuit, Monopoly, etc., are so small that they don't divide their respective communities, require significant financial and time commitments to learn. The foundation of D&D changes dramatically and constantly. You have to be very committed to stick with it. [/QUOTE]
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I don't want 5E, I want a definitive D&D (the Monopoly model)
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