Iosue
Legend
Legends & Lore #6 - Gnomes, Options, and Groups
March 22, 2011
Original EN World thread
Sorry for the delay, folks. The actual title of this L&L is "What's With the Polls?", but that's dispensed with pretty early on:
(Nevertheless, the polls continued to be the proverbial "stick to beat an ass", especially after the 5e announcement. People continued to assume they were using the polls for major business decisions, and one poll got Monte Cook in some hot water.)
No, the real meat of this article is Mearls' explanation of "the Gnome effect", one of the more insightful looks at where design meets demand. Also, while 4e got a lot of flack for its lack of gnomes, I think this one of the benefits of 4e pushing the envelope. I'll let Mearls explain the phenomenon:
In a lot of our discussions, we tend to make an appeal to the majority. If only 10% of players like a thing, then it seems a no-brainer that you could drop it from the game. But as far as player options, though, the designers have to look at the bigger picture.
The money quote, for our retrospective purposes, is as follows:
Given the recently popular topic of 5e's release schedule, this quote seems pretty interesting, as well:
How did things end up in 5e?
As far as player options go, I think that 5e was, on the whole, a success. The question here was less one of a particular design choice, but rather one of presentation. With the Basic Rules you get the classic races and classes. With PHB then presented as greater player options rather than the default, various races, sub-races, classes, and sub-classes could be offered while not overloading players or groups. 5e's big failure here, of course, is the lack of a warlord, and certainly one reason why many 4e fans are dissatisfied with it. They attempted to emulate the play of a warlord via the Battlemaster and the Bard, but I have not heard many (any?) warlord fans happy with that arrangement.
Turning to volume of content, I would say that in contrast to Mearls' words here, 5e's release schedule is probably not quite the "middle ground". At least as far was know at the moment. It's certainly possible that they will release a lot more in the coming year with the Core Three finally released, but official word at the moment is two big cross-platform releases a year. This seems like something that was influenced by the playtest, or other market research done at that time. Of special note is the mention of the OGL here. Personally, I'm convinced that if Mearls and team had their druthers, 5e would be OGL, or at the least have a very permissive GSL. And perhaps the slower release schedule was conceived with that in mind, relying on other publishers to take up the slack. But convincing a conservative company of that is undoubtedly easier said than done.
March 22, 2011
Original EN World thread
Sorry for the delay, folks. The actual title of this L&L is "What's With the Polls?", but that's dispensed with pretty early on:
Mearls said:Instead, think of this column as something similar to a virtual panel at a convention. It gives me a chance to talk about topics that interest me and, hopefully, you. The polls—and the invitation to send feedback to dndinsider@wizards.com—are the Q&A portion of the panel, your chance to react and my chance to pose a question. If you’ve been to a panel held by D&D R&D at any of the major cons, you’ve probably seen us ask how many people in the audience are DMs, how many own a specific sourcebook, and so on. Think of these polls as something like that. It’s interesting to see the answers, but we’re not about to base any major business decisions on them.
(Nevertheless, the polls continued to be the proverbial "stick to beat an ass", especially after the 5e announcement. People continued to assume they were using the polls for major business decisions, and one poll got Monte Cook in some hot water.)
No, the real meat of this article is Mearls' explanation of "the Gnome effect", one of the more insightful looks at where design meets demand. Also, while 4e got a lot of flack for its lack of gnomes, I think this one of the benefits of 4e pushing the envelope. I'll let Mearls explain the phenomenon:
Mearls said:The problem with that line of reasoning is that we don’t play D&D by ourselves. We play with a group, and when looking at rules changes or any other alteration to the game you have to consider its effect on the group. Let’s look back at our gnome example. One out of ten gamers plays a gnome. However, let’s say your data shows that the average group consists of five players (not counting the DM). That means, roughly speaking, half the gaming groups have one player with a gnome character. That number is likely lower, since some groups might have more than one gnome, but it’s a rough approximation that serves to illustrate the larger principle. You cannot measure change and its effects on the individual level. You must look at it on the gaming group level. Delete the gnome from the game, or change it in a way that gnome fans dislike, and you’ve given about half the gaming groups out there a good reason to tune you out.
In a lot of our discussions, we tend to make an appeal to the majority. If only 10% of players like a thing, then it seems a no-brainer that you could drop it from the game. But as far as player options, though, the designers have to look at the bigger picture.
The money quote, for our retrospective purposes, is as follows:
Mearls said:In an ideal world, we would aim our design work at the most popular options but include the ability to slide along the scale from one extreme to the other. In this manner, you can be assured that in a diverse gaming group everyone has the options they’re comfortable with.
Given the recently popular topic of 5e's release schedule, this quote seems pretty interesting, as well:
Mearls said:Even a topic such as the volume of content released per month falls into this category. Gamers who don’t want more content can easily ignore it or disallow it in their games. A theoretical D&D release schedule could focus on the middle ground of the audience, while something like the open gaming license would allow other publishers to fill in the gaps for those who want even more content. In many cases, the trick to keeping everyone happy lies in areas beyond game design.
How did things end up in 5e?
As far as player options go, I think that 5e was, on the whole, a success. The question here was less one of a particular design choice, but rather one of presentation. With the Basic Rules you get the classic races and classes. With PHB then presented as greater player options rather than the default, various races, sub-races, classes, and sub-classes could be offered while not overloading players or groups. 5e's big failure here, of course, is the lack of a warlord, and certainly one reason why many 4e fans are dissatisfied with it. They attempted to emulate the play of a warlord via the Battlemaster and the Bard, but I have not heard many (any?) warlord fans happy with that arrangement.
Turning to volume of content, I would say that in contrast to Mearls' words here, 5e's release schedule is probably not quite the "middle ground". At least as far was know at the moment. It's certainly possible that they will release a lot more in the coming year with the Core Three finally released, but official word at the moment is two big cross-platform releases a year. This seems like something that was influenced by the playtest, or other market research done at that time. Of special note is the mention of the OGL here. Personally, I'm convinced that if Mearls and team had their druthers, 5e would be OGL, or at the least have a very permissive GSL. And perhaps the slower release schedule was conceived with that in mind, relying on other publishers to take up the slack. But convincing a conservative company of that is undoubtedly easier said than done.