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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="Dannager" data-source="post: 5471053" data-attributes="member: 73683"><p>I don't think anyone is under the impression that there aren't <em>tons</em> of fans out there who play exactly as you describe - with the desire for a more involved experience.</p><p></p><p>But I was responding to the idea of what made D&D great in the past. I don't think that it was the "involved experience" you describe that propelled D&D to greatness in the past. Certainly that contributed, but <em>plenty</em> of hobbies can claim a very involved experience among their hardcore (in fact, <em>most</em> hobbies could, I imagine). What made D&D different from the other niche hobbies out there was that it was inherently social, the bar for entry was very low, and as long as you can enjoy hanging out with your friends, you're pretty much guaranteed to have a good time.</p><p></p><p>That's what made D&D great in the past. And, to a large extent, it's one of the reasons D&D isn't what it was in the 80s. There are other forms of entertainment that are accessible, social, and fun (video games, for instance). D&D shouldn't lose the involved experience that all healthy hobbies offer, but if the development team wants to use D&D's past success as a roadmap to future success, those traits I identify above are good things to focus on.</p></blockquote><p></p>
[QUOTE="Dannager, post: 5471053, member: 73683"] I don't think anyone is under the impression that there aren't [I]tons[/I] of fans out there who play exactly as you describe - with the desire for a more involved experience. But I was responding to the idea of what made D&D great in the past. I don't think that it was the "involved experience" you describe that propelled D&D to greatness in the past. Certainly that contributed, but [I]plenty[/I] of hobbies can claim a very involved experience among their hardcore (in fact, [I]most[/I] hobbies could, I imagine). What made D&D different from the other niche hobbies out there was that it was inherently social, the bar for entry was very low, and as long as you can enjoy hanging out with your friends, you're pretty much guaranteed to have a good time. That's what made D&D great in the past. And, to a large extent, it's one of the reasons D&D isn't what it was in the 80s. There are other forms of entertainment that are accessible, social, and fun (video games, for instance). D&D shouldn't lose the involved experience that all healthy hobbies offer, but if the development team wants to use D&D's past success as a roadmap to future success, those traits I identify above are good things to focus on. [/QUOTE]
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