From Merwin's blog post "D&D: Breaking (is) Bad" on Critical-Hits.com:
and
Amen, brother. Amen.
For those interested in reading secondary commentary to Merwin's bog post, Ryan Dancey has some interesting things to say on his Facebook page (scroll down a bit), and includes a handy link to a segmentation study of D&D players conducted by WotC back at the turn of the century that's still found on Sean K. Reynolds website.
That last one is a great read if you haven't seen it yet.
The game has to be about the story if the hobby as a whole is going to flourish. This means that the ultra-optimizing, breaking the game with its own rules because they are there, intentionally ignoring the spirit of the rules to mangle the game into something it isn’t, has to stop.
and
But I will say this. Remember TSR’s old slogan? It was “Products of Your Imagination.” It wasn’t “Products of Your Obsession with Rules.” If D&D is going to grow again, establish a large base of younger players, it is not going to be on the back of convoluted and intricate rules. It will be on the wings of imagination. All our imaginations.
Amen, brother. Amen.
For those interested in reading secondary commentary to Merwin's bog post, Ryan Dancey has some interesting things to say on his Facebook page (scroll down a bit), and includes a handy link to a segmentation study of D&D players conducted by WotC back at the turn of the century that's still found on Sean K. Reynolds website.
That last one is a great read if you haven't seen it yet.
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