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General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Fallstorm" data-source="post: 7759708" data-attributes="member: 55683"><p>Yeah dude I don't know what the face palm is but D&D was the original RPG. It did not have a lot of mechanical differences so you had to make stuff up to differentiate your character class from another player playing the exact same class. The differences were minimal buit you didn't know any better and that is all you had. People were happy about that back then because the market was more limited so in terms of RPG the market was not as expansive offering as many options of games as available now. Now that RPGs are well established and it is you know some DECADES removed form 1E's inception taste of grown and varied to specified taste. This not phenomenal this is normal in a new product/genre is released it is called the EPS Cycle (Elite-Popular-Specialized). Meaning when something comes out it is generally like and/or available to very few select individuals. Then over time that product becomes popular and like by a mass of individuals. When a product becomes liked by a mass of individuals the product will fragment because people have varied tastes so the product will be manufactured more to suit individual preferences. </p><p></p><p>So asking me how in the early days of a genre I would be satisfied with less is not a fair or honestly logical question. I would have been satisfied with it because I really had no other choice of options at the time. It is like asking someone who likes craft beer and does not want to drink just Budweiser "Well what did you do before craft beer really got big and came on the scene?" I mean, at that time I guess if I wanted a beer I would have to drink Bud or its equivalent because I would have no choice. People have choices now in both beer and RPGs. So with beer I can have a good stout as one of my choices. For RPGs D&D one those choices should be CharOp and tactical gaming.</p></blockquote><p></p>
[QUOTE="Fallstorm, post: 7759708, member: 55683"] Yeah dude I don't know what the face palm is but D&D was the original RPG. It did not have a lot of mechanical differences so you had to make stuff up to differentiate your character class from another player playing the exact same class. The differences were minimal buit you didn't know any better and that is all you had. People were happy about that back then because the market was more limited so in terms of RPG the market was not as expansive offering as many options of games as available now. Now that RPGs are well established and it is you know some DECADES removed form 1E's inception taste of grown and varied to specified taste. This not phenomenal this is normal in a new product/genre is released it is called the EPS Cycle (Elite-Popular-Specialized). Meaning when something comes out it is generally like and/or available to very few select individuals. Then over time that product becomes popular and like by a mass of individuals. When a product becomes liked by a mass of individuals the product will fragment because people have varied tastes so the product will be manufactured more to suit individual preferences. So asking me how in the early days of a genre I would be satisfied with less is not a fair or honestly logical question. I would have been satisfied with it because I really had no other choice of options at the time. It is like asking someone who likes craft beer and does not want to drink just Budweiser "Well what did you do before craft beer really got big and came on the scene?" I mean, at that time I guess if I wanted a beer I would have to drink Bud or its equivalent because I would have no choice. People have choices now in both beer and RPGs. So with beer I can have a good stout as one of my choices. For RPGs D&D one those choices should be CharOp and tactical gaming. [/QUOTE]
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