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*Dungeons & Dragons
I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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<blockquote data-quote="PMárk" data-source="post: 6918270" data-attributes="member: 6804619"><p>My biggest problem is the focus on broadcasting and modules. I don't want to watch D&D, I want to read and play D&D and read novels, which if they're really axing, that's just sours the taste of everything that's otherwise good in 5e in my mouth.</p><p></p><p>Now, Paizo also focuses on modules, but their modules have a LOT more setting and crunch content, with clearly separated fluff articles, beastiaries, separate player companions, campaign guide tie-ins, etc. WotC's campaign books are paradoxically too much (as they are churned out 5 of them and only 1 other kind of supplement) and too little at the same time. I'm not saying there isn't a lot of information in them, but Paizo's adventures have lot more and in a better organized and more usable way. That, and WotC's adventures are just... not really interesting to me, but it could be a simple taste question. Note that nor all of Paizo's adventures are interesting at the same level, but they have a lot more themes and styles covered.</p><p></p><p>As I said in another topic, what makes a game "good" from a business standpoint is not necessarily resulting a better game from a costumer's standpoint and definitely not for everyone. </p><p></p><p>5e, as I see it now is a starter game (not in a derogative way), because:</p><p></p><p>-it has good, stabile, simple rules + GM empowerment, resulting in the everyone need to learn less rules</p><p>-very few setting and crunch material, so it's not overwhelming (I never got that mindset, but I'm aware it's a thing)</p><p>-big, self-sustaining modules, everyone plays the same, new module every half-a-year, helps building community mindset and easier to new GMs</p><p></p><p>So it's a good choice for starters and for homebrewers, because of the rules system. Everyone else? Not so much, I think. Note, that I don't think this makes it a bad game, just a game with a specific target audience which I'm feeling less and less a part of. Which is even more sad, because after reading the PHB and DMG, I was very enthusiastic. Not so much after the MM. I have problems with the system, but it has more benefits than not.</p><p></p><p>I'll wat for another 2-3 years to see how it endures, what the mechanical supplement and VGtM will be, are we getting more setting material in any kind of form, or not. In the meantime I'll play it happily, but I'm not satisfied with the overall state of things. Being profitable does not equal to being a better game.</p></blockquote><p></p>
[QUOTE="PMárk, post: 6918270, member: 6804619"] My biggest problem is the focus on broadcasting and modules. I don't want to watch D&D, I want to read and play D&D and read novels, which if they're really axing, that's just sours the taste of everything that's otherwise good in 5e in my mouth. Now, Paizo also focuses on modules, but their modules have a LOT more setting and crunch content, with clearly separated fluff articles, beastiaries, separate player companions, campaign guide tie-ins, etc. WotC's campaign books are paradoxically too much (as they are churned out 5 of them and only 1 other kind of supplement) and too little at the same time. I'm not saying there isn't a lot of information in them, but Paizo's adventures have lot more and in a better organized and more usable way. That, and WotC's adventures are just... not really interesting to me, but it could be a simple taste question. Note that nor all of Paizo's adventures are interesting at the same level, but they have a lot more themes and styles covered. As I said in another topic, what makes a game "good" from a business standpoint is not necessarily resulting a better game from a costumer's standpoint and definitely not for everyone. 5e, as I see it now is a starter game (not in a derogative way), because: -it has good, stabile, simple rules + GM empowerment, resulting in the everyone need to learn less rules -very few setting and crunch material, so it's not overwhelming (I never got that mindset, but I'm aware it's a thing) -big, self-sustaining modules, everyone plays the same, new module every half-a-year, helps building community mindset and easier to new GMs So it's a good choice for starters and for homebrewers, because of the rules system. Everyone else? Not so much, I think. Note, that I don't think this makes it a bad game, just a game with a specific target audience which I'm feeling less and less a part of. Which is even more sad, because after reading the PHB and DMG, I was very enthusiastic. Not so much after the MM. I have problems with the system, but it has more benefits than not. I'll wat for another 2-3 years to see how it endures, what the mechanical supplement and VGtM will be, are we getting more setting material in any kind of form, or not. In the meantime I'll play it happily, but I'm not satisfied with the overall state of things. Being profitable does not equal to being a better game. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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