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Mearls' "Stop, Thief!" Article
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<blockquote data-quote="Dausuul" data-source="post: 5565075" data-attributes="member: 58197"><p>Okay, on to actually discussing the Mearls article...</p><p></p><p>Before you get too worried about what Mr. Mearls might do to D&D, please bear in mind that he was on the 4E design team--if you like 4E as it is, he had a hand in it! More to the point, he was the creator of "Iron Heroes." While Iron Heroes has a gritty sword-and-sorcery flavor reminiscent of the old editions, the mechanics are fairly modern, and obviously designed with the intent that playing <em>within</em> the scope of the rules should be fun and exciting. There are certainly no "intentionally crappy" classes in IH.</p><p></p><p>What I take away from this article is the understanding that rules aren't everything. Mearls isn't proposing to make deliberately bad rules, and if you think he is, you haven't been paying attention to anything he's done in the RPG industry. Playing within the rules should be fun. But D&D should <em>also</em> encourage players to think beyond the rules, to imagine and experiment, because the ability to do that has always been central to the appeal of RPGs. If the designers lose sight of that, they might as well apply for a job at Blizzard to work on WoW.</p><p></p><p>The fact that Mearls had a blast playing his thief by going beyond the sucky thief rules is an argument, not for having sucky thief rules, but for going beyond the rules.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5565075, member: 58197"] Okay, on to actually discussing the Mearls article... Before you get too worried about what Mr. Mearls might do to D&D, please bear in mind that he was on the 4E design team--if you like 4E as it is, he had a hand in it! More to the point, he was the creator of "Iron Heroes." While Iron Heroes has a gritty sword-and-sorcery flavor reminiscent of the old editions, the mechanics are fairly modern, and obviously designed with the intent that playing [i]within[/i] the scope of the rules should be fun and exciting. There are certainly no "intentionally crappy" classes in IH. What I take away from this article is the understanding that rules aren't everything. Mearls isn't proposing to make deliberately bad rules, and if you think he is, you haven't been paying attention to anything he's done in the RPG industry. Playing within the rules should be fun. But D&D should [i]also[/i] encourage players to think beyond the rules, to imagine and experiment, because the ability to do that has always been central to the appeal of RPGs. If the designers lose sight of that, they might as well apply for a job at Blizzard to work on WoW. The fact that Mearls had a blast playing his thief by going beyond the sucky thief rules is an argument, not for having sucky thief rules, but for going beyond the rules. [/QUOTE]
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Mearls' "Stop, Thief!" Article
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