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Languages suck in D&D.
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<blockquote data-quote="Lanefan" data-source="post: 9609339" data-attributes="member: 29398"><p>I think you might be underestimating people's tolerance for complexity when it comes to learning a new game.</p><p></p><p>Hell, 1e had a pretty good run of popularity in its day and it's not exactly the most streamlined of systems; and 3e didn't do too bad even though in terms of sheer system complexity it blows 1e out of the water.</p><p></p><p>With 1e, though, its (maybe unintended) modularity makes it pretty easy to strip out complex elements you don't want to use, and either replace them with something simpler (initiative) or with nothing (weapon vs armour type). However, you also still have the option of not removing those complex elements and instead using them as-written if you want to.</p><p></p><p>That's right. If I publish it, all that'll happen is I'll lose some money on the endeavour: I'm not a known author, haven't published anything before, have no distribution network, and would be starting from scratch - as an amateur - in every element of the process except the actual writing of the words.</p><p></p><p>WotC, however, already have all those pieces in place; most important among which is the name/brand recognition.</p><p></p><p>A difference between us, then, as I see D&D as very much a game of resource management-attrition-replenishment and also see the resources piece as a means of challenging the players in-character on a sometimes-near-constant basis.</p><p></p><p>See above re 1e and 3e.</p><p></p><p>Fair enough. I only know one language myself though in theory I've been taught the basics of three others (plus some programming languages, but they don't really count for these purposes!), but I a) know there's many other languages out there in the world and b) am trying to present a game setting that has at least a veneer of honest believability over it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9609339, member: 29398"] I think you might be underestimating people's tolerance for complexity when it comes to learning a new game. Hell, 1e had a pretty good run of popularity in its day and it's not exactly the most streamlined of systems; and 3e didn't do too bad even though in terms of sheer system complexity it blows 1e out of the water. With 1e, though, its (maybe unintended) modularity makes it pretty easy to strip out complex elements you don't want to use, and either replace them with something simpler (initiative) or with nothing (weapon vs armour type). However, you also still have the option of not removing those complex elements and instead using them as-written if you want to. That's right. If I publish it, all that'll happen is I'll lose some money on the endeavour: I'm not a known author, haven't published anything before, have no distribution network, and would be starting from scratch - as an amateur - in every element of the process except the actual writing of the words. WotC, however, already have all those pieces in place; most important among which is the name/brand recognition. A difference between us, then, as I see D&D as very much a game of resource management-attrition-replenishment and also see the resources piece as a means of challenging the players in-character on a sometimes-near-constant basis. See above re 1e and 3e. Fair enough. I only know one language myself though in theory I've been taught the basics of three others (plus some programming languages, but they don't really count for these purposes!), but I a) know there's many other languages out there in the world and b) am trying to present a game setting that has at least a veneer of honest believability over it. [/QUOTE]
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