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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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<blockquote data-quote="Tony Vargas" data-source="post: 6357958" data-attributes="member: 996"><p>Heh. Selling to a fraction of the market is selling to a fraction of the market. Doesn't mean a small company can't be successful doing so, just that, with the resources to cater to the whole market, they could be more successful. And, it's not like Paizo's thick 'ulitmate' books weren't aimed square at players, either. So, no, I don't think it's news to them. Nor to WotC.</p><p></p><p>Rather, I think the news is that demand is flagging as the target market ages.</p><p></p><p> Your belief is at odds both with the system itself, and with my experience introducing new players to both versions of AD&D, 3.0, 3.5, 4e & Essentials. 4e was /much/ easier for new players to learn. It was often perplexing to longtime or returning players, as a result, but for new players it was quite accessible. It was more successful at retaining new players than I've ever seen. Quite impressive, really.</p><p></p><p>The things that appeal to long-time players - counter-intuitive sacred cows like Vancian casting, armor that deflects hits, clerical healing, dungeon-crawling, and a host of others - do, indeed, make it hard for new players to 'get' the game. Conversely, hated 4e-isms, like common class structures, clearly/consistently-presented powers, balanced classes, high hps & non-magical healing, and workable encounter guidelines make the game much easier to run (even for new DMs), more likely to deliver positive first-play experiences and much easier for new players to assimilate. </p><p></p><p> More traditional is the opposite of more accessible. It may /seem/ like the traditional game is 'simple,' if you played it for 10 or 20 years. But that's a jaundiced viewpoint. D&D is really quite counter-intuitive and complicated, even in it's more "rules-lite" forms. 5e is no different, and really depends on an experienced/skilled DM to shield new players from the oddities and complexities of the system, initially. Omitting concrete things like maps & minis actually makes it /harder/ on new players.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6357958, member: 996"] Heh. Selling to a fraction of the market is selling to a fraction of the market. Doesn't mean a small company can't be successful doing so, just that, with the resources to cater to the whole market, they could be more successful. And, it's not like Paizo's thick 'ulitmate' books weren't aimed square at players, either. So, no, I don't think it's news to them. Nor to WotC. Rather, I think the news is that demand is flagging as the target market ages. Your belief is at odds both with the system itself, and with my experience introducing new players to both versions of AD&D, 3.0, 3.5, 4e & Essentials. 4e was /much/ easier for new players to learn. It was often perplexing to longtime or returning players, as a result, but for new players it was quite accessible. It was more successful at retaining new players than I've ever seen. Quite impressive, really. The things that appeal to long-time players - counter-intuitive sacred cows like Vancian casting, armor that deflects hits, clerical healing, dungeon-crawling, and a host of others - do, indeed, make it hard for new players to 'get' the game. Conversely, hated 4e-isms, like common class structures, clearly/consistently-presented powers, balanced classes, high hps & non-magical healing, and workable encounter guidelines make the game much easier to run (even for new DMs), more likely to deliver positive first-play experiences and much easier for new players to assimilate. More traditional is the opposite of more accessible. It may /seem/ like the traditional game is 'simple,' if you played it for 10 or 20 years. But that's a jaundiced viewpoint. D&D is really quite counter-intuitive and complicated, even in it's more "rules-lite" forms. 5e is no different, and really depends on an experienced/skilled DM to shield new players from the oddities and complexities of the system, initially. Omitting concrete things like maps & minis actually makes it /harder/ on new players. [/QUOTE]
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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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