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<blockquote data-quote="Imaro" data-source="post: 5761625" data-attributes="member: 48965"><p>Sorry tuxego, but I don't believe this to be the case.</p><p> </p><p>I've quoted the interview I believe pemerton is refering to (if this is not the case then I am sure he will correct me.)...</p><p> </p><p><em><span style="color: #0033cc"><strong>Wizards of the Coast:</strong> As a designer, where do you look for inspiration—is every game session a chance to playtest new material? Do you house-rule constantly? Do you alter the rules of other games you play?</span> </em></p><p> </p><p><em><strong>Rob:</strong> Inspiration for creative work comes from all over. I read a lot, mostly novels (science fiction/fantasy novels) and short stories and magazines of all types, ranging from Archeology and Scientific American to The New York Review of Books. I don't say much about such interests in WotC <strong>D&D</strong> work, but my personal blog at </em><a href="http://ww2.wizards.com/Site/LeavingWizards.aspx?url=http://robheinsoo.livejournal.com&origin=" target="_blank"><span style="color: #0066cc"><em>robheinsoo.livejournal.com</em></span></a><em> has more to say about how these interests intersect with gaming.</em></p><p><em>Playing new games is always important. I'm interested in everything from WWII squad-level games to ancients miniatures to card driven games to <strong>indie RPGs</strong>. There are many design ideas and insights in games within these somewhat separate genres that haven't been taken advantage of by designers in the other genres. Dominion is the favorite game in my family at the moment, and it's a great example of a design that applied new ideas from one genre (<strong>M:tG</strong>'s draft format) to create something new in a different style of game (parallel deck-building).</em></p><p> </p><p> </p><p>Or, from the article he linked...</p><p> </p><p><strong><em>CH: What’s it like working on a game with such a big team? I’d imagine the game is pretty unique in that sense.</em></strong></p><p><em>Rob: No other RPG’s are in this boat. There might not be anyone else out there who would publish this kind of game. They usually get entrenched in the simulation aspect.</em></p><p><em><strong>Indie games</strong> are similar in that they emphasize the gameplay aspect, but they’re super-focused, like a narrow laser. D&D has to be more general to accommodate a wide range of play.</em></p><p> </p><p> </p><p>Both of these instances refer to indie rpg's... not the site.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5761625, member: 48965"] Sorry tuxego, but I don't believe this to be the case. I've quoted the interview I believe pemerton is refering to (if this is not the case then I am sure he will correct me.)... [I][COLOR=#0033cc][B]Wizards of the Coast:[/B] As a designer, where do you look for inspiration—is every game session a chance to playtest new material? Do you house-rule constantly? Do you alter the rules of other games you play?[/COLOR] [/I] [I][B]Rob:[/B] Inspiration for creative work comes from all over. I read a lot, mostly novels (science fiction/fantasy novels) and short stories and magazines of all types, ranging from Archeology and Scientific American to The New York Review of Books. I don't say much about such interests in WotC [B]D&D[/B] work, but my personal blog at [/I][URL="http://ww2.wizards.com/Site/LeavingWizards.aspx?url=http://robheinsoo.livejournal.com&origin="][COLOR=#0066cc][I]robheinsoo.livejournal.com[/I][/COLOR][/URL][I] has more to say about how these interests intersect with gaming.[/I] [I]Playing new games is always important. I'm interested in everything from WWII squad-level games to ancients miniatures to card driven games to [B]indie RPGs[/B]. There are many design ideas and insights in games within these somewhat separate genres that haven't been taken advantage of by designers in the other genres. Dominion is the favorite game in my family at the moment, and it's a great example of a design that applied new ideas from one genre ([B]M:tG[/B]'s draft format) to create something new in a different style of game (parallel deck-building).[/I] Or, from the article he linked... [B][I]CH: What’s it like working on a game with such a big team? I’d imagine the game is pretty unique in that sense.[/I][/B] [I]Rob: No other RPG’s are in this boat. There might not be anyone else out there who would publish this kind of game. They usually get entrenched in the simulation aspect.[/I] [I][B]Indie games[/B] are similar in that they emphasize the gameplay aspect, but they’re super-focused, like a narrow laser. D&D has to be more general to accommodate a wide range of play.[/I] Both of these instances refer to indie rpg's... not the site. [/QUOTE]
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