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<blockquote data-quote="Argyle King" data-source="post: 5979532" data-attributes="member: 58416"><p>Good point, but there's a difference between want and need.</p><p></p><p>I bought GURPS Horror because it was (in my opinion) an excellent product, and I wanted it.</p><p></p><p>I bought Divine Power for D&D 4th Edition because (again, in my opinion) I felt I needed it for Paladins to be a worthwhile option. </p><p></p><p></p><p>Note: This is not intended as a knock at a particular game. That was simply an example which easily sprang to mind.</p><p></p><p>I have no problem with a game company selling me rules. I have no problem with a game company making money. However, I feel a lot better about buying a product when I feel as though it's more of a want than a need. I much prefer buying things which augment my ability to have fun as opposed to buying things which I feel are required for me to be able to have fun from a product which I should already be able to have fun with.</p><p></p><p>Now that I think about it more, I think that is part of what worries me about some of the language (and discussions) being tossed around concerning D&D 5th Edition. I highly enjoy the idea of a modular game (which should be obvious given that I'm a fan of GURPS.) However, it is my impression that the core game will not be able to produce the type of game I want, and that I will be required to buy some of the 'options' if I want the product to function in a manner that I want. Some of the media releases which feature the designers have also made mention of some of the options I would like to have not being available until a lot longer down the road <em>after</em> the final 5E product is released. </p><p></p><p>Hopefully I am misunderstanding some of the language being used, and hopefully -much like the other modular games I play and enjoy- there will be enough possible right out of the gate that I can play and enjoy the game. If that's the case, then the later modules will (ideally) help me refine my experience, and not be so heavily required for me to define (and enjoy) my experience with the game. Hopefully, the modules are things which my mind defines more as wants than needs.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5979532, member: 58416"] Good point, but there's a difference between want and need. I bought GURPS Horror because it was (in my opinion) an excellent product, and I wanted it. I bought Divine Power for D&D 4th Edition because (again, in my opinion) I felt I needed it for Paladins to be a worthwhile option. Note: This is not intended as a knock at a particular game. That was simply an example which easily sprang to mind. I have no problem with a game company selling me rules. I have no problem with a game company making money. However, I feel a lot better about buying a product when I feel as though it's more of a want than a need. I much prefer buying things which augment my ability to have fun as opposed to buying things which I feel are required for me to be able to have fun from a product which I should already be able to have fun with. Now that I think about it more, I think that is part of what worries me about some of the language (and discussions) being tossed around concerning D&D 5th Edition. I highly enjoy the idea of a modular game (which should be obvious given that I'm a fan of GURPS.) However, it is my impression that the core game will not be able to produce the type of game I want, and that I will be required to buy some of the 'options' if I want the product to function in a manner that I want. Some of the media releases which feature the designers have also made mention of some of the options I would like to have not being available until a lot longer down the road [I]after[/I] the final 5E product is released. Hopefully I am misunderstanding some of the language being used, and hopefully -much like the other modular games I play and enjoy- there will be enough possible right out of the gate that I can play and enjoy the game. If that's the case, then the later modules will (ideally) help me refine my experience, and not be so heavily required for me to define (and enjoy) my experience with the game. Hopefully, the modules are things which my mind defines more as wants than needs. [/QUOTE]
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