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<blockquote data-quote="clearstream" data-source="post: 8716865" data-attributes="member: 71699"><p>5e resulted from experienced RPG designers with tremendous testing resources consciously creating a streamlined system with ample room for creative expression. Their success can be understood not just by the count of favourable reviews (it's the most favourably rated RPG ever, I think) but read those reviews and see what folk say they love about the game.</p><p></p><p>It's not designed to push the envelope or deliver to valid RPG niches such as simulation, story, old-school etc. But the core books are <em>extremely</em> well designed. The system contains many surprisingly rich details while also being easy to pick up and play. Additionally, it has built into it the framework for expansion, by which I mean it is designed for designability.</p><p></p><p>In London Design Institute survey of around 30,000 new products, the single most powerful factor driving success is simply meeting the needs of your audience. 5e meets the needs of a wide audience of RPGers. None of that makes it the best game, although I would say it is best at what it does by the measures of audience uptake and testimony. I think a game designer can look at 5e and see that as a commercial game, it is well constructed. A less well designed game would not have succeeded to the extent 5e has.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8716865, member: 71699"] 5e resulted from experienced RPG designers with tremendous testing resources consciously creating a streamlined system with ample room for creative expression. Their success can be understood not just by the count of favourable reviews (it's the most favourably rated RPG ever, I think) but read those reviews and see what folk say they love about the game. It's not designed to push the envelope or deliver to valid RPG niches such as simulation, story, old-school etc. But the core books are [I]extremely[/I] well designed. The system contains many surprisingly rich details while also being easy to pick up and play. Additionally, it has built into it the framework for expansion, by which I mean it is designed for designability. In London Design Institute survey of around 30,000 new products, the single most powerful factor driving success is simply meeting the needs of your audience. 5e meets the needs of a wide audience of RPGers. None of that makes it the best game, although I would say it is best at what it does by the measures of audience uptake and testimony. I think a game designer can look at 5e and see that as a commercial game, it is well constructed. A less well designed game would not have succeeded to the extent 5e has. [/QUOTE]
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