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<blockquote data-quote="Ranes" data-source="post: 5906002" data-attributes="member: 4826"><p>They certainly shook things up, agreed.</p><p></p><p></p><p></p><p>I recognise your definitions but I don't think all players fall into one group or the other. I think people's preferences are often more complex. But bear with me.</p><p></p><p></p><p></p><p>That truly sounds great and I'd like that. But it's a huge ask and I wouldn't expect any architect of Xe to deliver completely, on that front.</p><p></p><p>Also, from what I've read, I don't think that's what WotC is promising. What they seem to me to be saying is:</p><p></p><p></p><ul> <li data-xf-list-type="ul">We want to give you modular subsystems that serve a number of different demands on the game, based on what what we think proved most popular in various earlier editions</li> <li data-xf-list-type="ul"></li> <li data-xf-list-type="ul">We want to be clear that one of the central tenets of the game is that each group is free and indeed encouraged to tailor the game to their tastes.</li> </ul><p>That's not coming up with a system that does everything that another game does; it's coming up with a game that explains how you might change it in order to arrive at something more familiar to you and more to your tastes than its default assumptions. It also makes room for an explanation of how doing so can be conducive to achieving the best game for you and your friends.</p><p></p><p>Now that's still a big ask but it accommodates what you want without needing to accomplish the practically insurmountable task of providing every possible version of each idea.</p><p></p><p>It's so tricky. The more space you devote to explaining how to best go about creating or modifying a given game mechanic, the less space you have to present your preferred and no doubt well-considered recommendation for that very mechanic.</p><p></p><p>On this basis, I don't think I've ever been so excited about the potential of a new edition of D&D to surprise and delight me. I keep playing D&D because I like the sheer nonsense and wackiness of it. The designers of Next truly have a rare opportunity.</p></blockquote><p></p>
[QUOTE="Ranes, post: 5906002, member: 4826"] They certainly shook things up, agreed. I recognise your definitions but I don't think all players fall into one group or the other. I think people's preferences are often more complex. But bear with me. That truly sounds great and I'd like that. But it's a huge ask and I wouldn't expect any architect of Xe to deliver completely, on that front. Also, from what I've read, I don't think that's what WotC is promising. What they seem to me to be saying is: [LIST] [*]We want to give you modular subsystems that serve a number of different demands on the game, based on what what we think proved most popular in various earlier editions [*] [*]We want to be clear that one of the central tenets of the game is that each group is free and indeed encouraged to tailor the game to their tastes. [/LIST] That's not coming up with a system that does everything that another game does; it's coming up with a game that explains how you might change it in order to arrive at something more familiar to you and more to your tastes than its default assumptions. It also makes room for an explanation of how doing so can be conducive to achieving the best game for you and your friends. Now that's still a big ask but it accommodates what you want without needing to accomplish the practically insurmountable task of providing every possible version of each idea. It's so tricky. The more space you devote to explaining how to best go about creating or modifying a given game mechanic, the less space you have to present your preferred and no doubt well-considered recommendation for that very mechanic. On this basis, I don't think I've ever been so excited about the potential of a new edition of D&D to surprise and delight me. I keep playing D&D because I like the sheer nonsense and wackiness of it. The designers of Next truly have a rare opportunity. [/QUOTE]
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