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Is it time for 5E?
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<blockquote data-quote="rounser" data-source="post: 5434496" data-attributes="member: 1106"><p>This is just a restatement of the "12 year olds are uncreative, impatient and low brow" argument, an assumption we're well used to and continues to be nought but ageism IMO.</p><p></p><p>True, when learning the game you need a bog standard elf, and a dungeon to sack. But I guarantee you that once the game is learnt, games masters always immediately become adventure writers, world builders or rules tinkerers...or all three.</p><p></p><p>IMO, it's perhaps THE core appeal of D&D. Homebrew is the most popular setting and adventures don't sell very well for very good reason - despite the way the game is written as a reflection of the designer's personal ego, D&D players subvert the game for their own worlds, adventures and rules (although </p><p>house ruling culture is diminished thanks to 3E and 4E rules milking focus).</p><p></p><p>All I'm saying is that for once the rules might try SUPPORTING what happens anyway, instead of always fighting it, or downplaying it by superimposing some designer's idea of what is cool. I understand you have experience in IP of worlds, but in this case I suggest you're so used to wielding a hammer that you're seeing this issue as a nail, when in fact it's perhaps a lot more subtle than that.</p></blockquote><p></p>
[QUOTE="rounser, post: 5434496, member: 1106"] This is just a restatement of the "12 year olds are uncreative, impatient and low brow" argument, an assumption we're well used to and continues to be nought but ageism IMO. True, when learning the game you need a bog standard elf, and a dungeon to sack. But I guarantee you that once the game is learnt, games masters always immediately become adventure writers, world builders or rules tinkerers...or all three. IMO, it's perhaps THE core appeal of D&D. Homebrew is the most popular setting and adventures don't sell very well for very good reason - despite the way the game is written as a reflection of the designer's personal ego, D&D players subvert the game for their own worlds, adventures and rules (although house ruling culture is diminished thanks to 3E and 4E rules milking focus). All I'm saying is that for once the rules might try SUPPORTING what happens anyway, instead of always fighting it, or downplaying it by superimposing some designer's idea of what is cool. I understand you have experience in IP of worlds, but in this case I suggest you're so used to wielding a hammer that you're seeing this issue as a nail, when in fact it's perhaps a lot more subtle than that. [/QUOTE]
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