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<blockquote data-quote="Li Shenron" data-source="post: 3352323" data-attributes="member: 1465"><p>I definitely criticize a lot <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I have this bunch of strong pet peeves that drive my criticism:</p><p></p><p>- I hate when people bash someone's personal work with house rules, and one month later the same people are commenting how wonderful a new book that does the same thing is. For me RPGames are a benchmark for the gamer's creativity, but some gamers are very "institutional": if it comes from the mothership it's wonderful, otherwise it's "I would never play in such a game as yours". So I am glad to take the role of reminding that it's the mothership which is optional, and the gaming group which is essential.</p><p></p><p>- It's actually quite rare to have a truly innovative idea. 99% of what we see is a re-hash of existing material, a mix of two rules together, adaptation of material from previous editions, or conversion into 3ed of something taken from an outside source (e.g. a computer game). I'm not at all demanding the editors to deliver ground-breaking ideas, but at the same time it bothers me to see the word "innovative" being used for every little thing. Having feats that work like skills or skills that work like feats is not breaking new ground, it's digging the same ground over and over <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>- The most awkward additions to the games are potentially also the most unsafe for balance reasons. It doesn't happen really often, and the DM can always keep anything under control, but it's something to be aware of.</p><p></p><p>- It also bothers me that 99% of the "creative" things always involve at least a slight power up, otherwise the crowd reaction is just to discard the new rule. There is never a rule addition done to make the game more difficult, a variant "for hardcore players": it's always the other way around, but yet it is always labelled as "for power-ed up games" <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Overall I actually don't think these mean really to be against creativity...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3352323, member: 1465"] I definitely criticize a lot :D I have this bunch of strong pet peeves that drive my criticism: - I hate when people bash someone's personal work with house rules, and one month later the same people are commenting how wonderful a new book that does the same thing is. For me RPGames are a benchmark for the gamer's creativity, but some gamers are very "institutional": if it comes from the mothership it's wonderful, otherwise it's "I would never play in such a game as yours". So I am glad to take the role of reminding that it's the mothership which is optional, and the gaming group which is essential. - It's actually quite rare to have a truly innovative idea. 99% of what we see is a re-hash of existing material, a mix of two rules together, adaptation of material from previous editions, or conversion into 3ed of something taken from an outside source (e.g. a computer game). I'm not at all demanding the editors to deliver ground-breaking ideas, but at the same time it bothers me to see the word "innovative" being used for every little thing. Having feats that work like skills or skills that work like feats is not breaking new ground, it's digging the same ground over and over :p - The most awkward additions to the games are potentially also the most unsafe for balance reasons. It doesn't happen really often, and the DM can always keep anything under control, but it's something to be aware of. - It also bothers me that 99% of the "creative" things always involve at least a slight power up, otherwise the crowd reaction is just to discard the new rule. There is never a rule addition done to make the game more difficult, a variant "for hardcore players": it's always the other way around, but yet it is always labelled as "for power-ed up games" :lol: Overall I actually don't think these mean really to be against creativity... [/QUOTE]
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