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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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<blockquote data-quote="Oofta" data-source="post: 7888370" data-attributes="member: 6801845"><p>I get that people want more. I have my own wishlist. But it's probably different from most people's wish lists because I enjoy running campaigns that get up to high levels and support for a lot of aspects is lacking. But I do have options. At some point when my current campaign gets to that point if the players want to pursue nation building I'll rummage through the UA articles on mass combat and pick up Colville's book on strongholds. Does it really matter that it was not published by WOTC?</p><p></p><p>I also sympathize a little bit with people that want more build options, it's just that in my experience with previous editions is that more is never enough. They'll always want more. Get tired of the same 5 builds that people use because those 5 builds are "optimal" on a spreadsheet*? Guess what? Add a dozen more classes and subclasses and 5 "optimal" builds will float to the top. I see as even less of an issue than previous editions, most of the "optimal" builds only add a handful of points more damage at levels people never play anyway.</p><p></p><p>Given that there is no wrong way to play the game, I play more for the RP and using the rules to express a PC. I could probably have fun playing the same core classes from the PHB for a long, long time without ever "duplicating" a PC significantly. Then again, I ran a fighter/rogue who's best stat was strength which may not have optimal but fit my image.</p><p></p><p>I actually think creativity can be kind of stunted if there are pre-planned options for you to take. It's kind of like lego sets. Way back in the dark ages, legos were just plastic bricks and the only "instructions" you had was to build something. Now? You can get lego sets to build specific things, whether that's a jeep or a star destroyer. Still cool in their own way but also limiting imagination. Much like most computer games, as much as they try to give the illusion of control in the end you're going to get the red, green or blue ending. Add another dozen classes? Most people will still play the same basic archetypes.</p><p></p><p>tldr: I agree, a more focused game is generally better. I like having limits to options because it challenges me to be creative within the existing framework. </p><p></p><p>*Which, in 5E usually means an additional half dozen points of damage per round at level 12 while ignoring everything but DPR.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7888370, member: 6801845"] I get that people want more. I have my own wishlist. But it's probably different from most people's wish lists because I enjoy running campaigns that get up to high levels and support for a lot of aspects is lacking. But I do have options. At some point when my current campaign gets to that point if the players want to pursue nation building I'll rummage through the UA articles on mass combat and pick up Colville's book on strongholds. Does it really matter that it was not published by WOTC? I also sympathize a little bit with people that want more build options, it's just that in my experience with previous editions is that more is never enough. They'll always want more. Get tired of the same 5 builds that people use because those 5 builds are "optimal" on a spreadsheet*? Guess what? Add a dozen more classes and subclasses and 5 "optimal" builds will float to the top. I see as even less of an issue than previous editions, most of the "optimal" builds only add a handful of points more damage at levels people never play anyway. Given that there is no wrong way to play the game, I play more for the RP and using the rules to express a PC. I could probably have fun playing the same core classes from the PHB for a long, long time without ever "duplicating" a PC significantly. Then again, I ran a fighter/rogue who's best stat was strength which may not have optimal but fit my image. I actually think creativity can be kind of stunted if there are pre-planned options for you to take. It's kind of like lego sets. Way back in the dark ages, legos were just plastic bricks and the only "instructions" you had was to build something. Now? You can get lego sets to build specific things, whether that's a jeep or a star destroyer. Still cool in their own way but also limiting imagination. Much like most computer games, as much as they try to give the illusion of control in the end you're going to get the red, green or blue ending. Add another dozen classes? Most people will still play the same basic archetypes. tldr: I agree, a more focused game is generally better. I like having limits to options because it challenges me to be creative within the existing framework. *Which, in 5E usually means an additional half dozen points of damage per round at level 12 while ignoring everything but DPR. [/QUOTE]
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Just One More Thing: The Power of "No" in Design (aka, My Fun, Your Fun, and BadWrongFun)
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