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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="5ekyu" data-source="post: 7759153" data-attributes="member: 6919838"><p>Hmmm... we may be working off different definitions of lazy. i do not tend to put "lazy" and "innovative" as antonyms of each other. One refers to effort, the other refers to imagination or making more radical changes - neither of which necessitates effort - just different goals.</p><p></p><p>I never expect a 5th edition or even really a 3rd or 4th to be particularly "innovative". If you are going to be "innovative" it either hits at 2nd edition or as a new game. By 5th edition i expect them to be targetting portions of their fanbase and so - yeah a "dnd greatest hits album" with a bit of polish and so is pretty much dead on.</p><p></p><p>Pathfinder is it seems going the same route - in the opposite direction. Their playtest material and design goals seem to be the same as before:</p><p>1 - try to hook those who glammed onto DND but want more crunch and tight rules</p><p>2 - design mostly tho for hard crunch of the already existing PF audience (rules like computer code)</p><p></p><p>I like a lot of what they are doing and it appelas greatly to the game system fu part of me (which is a big part of me), but... I cannot think of any game i am playing in or running right now where it would be *better* if we moved to anything like PF2. i think each would be worse and we would lose more players than we gain. </p><p></p><p>In a way, at the table, in the game, its like I/we make the same trade-offs - how much time do we want to spend on the crunch vs the play vs the story vs the drama?</p><p></p><p>So it is *not* to me a choice i would embrace.</p><p></p><p>But neither of those is one i would call lazy or even really innovative.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7759153, member: 6919838"] Hmmm... we may be working off different definitions of lazy. i do not tend to put "lazy" and "innovative" as antonyms of each other. One refers to effort, the other refers to imagination or making more radical changes - neither of which necessitates effort - just different goals. I never expect a 5th edition or even really a 3rd or 4th to be particularly "innovative". If you are going to be "innovative" it either hits at 2nd edition or as a new game. By 5th edition i expect them to be targetting portions of their fanbase and so - yeah a "dnd greatest hits album" with a bit of polish and so is pretty much dead on. Pathfinder is it seems going the same route - in the opposite direction. Their playtest material and design goals seem to be the same as before: 1 - try to hook those who glammed onto DND but want more crunch and tight rules 2 - design mostly tho for hard crunch of the already existing PF audience (rules like computer code) I like a lot of what they are doing and it appelas greatly to the game system fu part of me (which is a big part of me), but... I cannot think of any game i am playing in or running right now where it would be *better* if we moved to anything like PF2. i think each would be worse and we would lose more players than we gain. In a way, at the table, in the game, its like I/we make the same trade-offs - how much time do we want to spend on the crunch vs the play vs the story vs the drama? So it is *not* to me a choice i would embrace. But neither of those is one i would call lazy or even really innovative. [/QUOTE]
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