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<blockquote data-quote="Some Dude" data-source="post: 9811387" data-attributes="member: 6980080"><p>Not sure any of these have had continuous and compatible rulesets as long as T&T, but this kind of reinforces my point. As I've said previously (here or elsewhere, I can't remember), games that take an established set of rules with a fanbase and make sweeping changes are rarely popular or successful. T2K 4th edition is doing well enough, from what I understand, but there are exceptions to every rule. And while I understand the creative impulse to slaughter sacred cows, I'm not sure it's a good idea commercially. I'm one of the few people who likes Over the Edge 3rd edition better than the previous ones. But that is a minority opinion, as OtE 3e's commercial failure clearly illustrates.</p><p></p><p>Scott Malthouse has made a thread on BlueSky discussing a bit of his reasoning behind T&T: A New Age. </p><p></p><p>[MEDIA=bluesky]voxparlour.bsky.social/post/3m6txwdnjyc25[/MEDIA]</p><p></p><p>I like Scott. I was excited when he took over the design of nu-T&T. But I just haven't liked what I've seen so far. Scott says, "We want to honour the game by evolving it." But this seems like a "baby with the bathwater" approach. Scott also says, "T&T hasn't moved on design-wise for decades. That consistency is great, but it also feels like a dinosaur in a modern context. Some people dig that, others don't. We want a game that new players can really easily grasp, where they can feel empowered by the rules." And while I understand wanting to address issues of balance in T&T, and to modernize it, this is more than an "evolution." Besides which, the OSR attracts plenty of younger players, so I'm not really sure I agree that older automatically equals less accessible. I'd go one further and say that T&T 5e is easier to grok than T&T-ANA by orders of magnitude. And an evolution implies successive changes over time. This feels more like an entirely different set of rules with a couple of terms from T&T applied to the surface like a decal. </p><p></p><p>I'm legitimately curious, for those who have played this new version, does it "feel" like T&T in play? Why or why not? I haven't gotten it to the table, and my interest in this project has been waning since the alpha. I realize that not every game is for every player. And I do not wish to wax negative. And while I know I'll never play all the games I own, I try to limit my purchases to games I am at least interested in playing. So far, I'm not feeling that with nu-T&T. I would love to change my mind. </p><p></p><p>T&T is my favorite game, so I definitely have a bias towards older rules. But I also study T&T's rules a lot, and objectively, it definitely has flaws. So I'm not saying I'd only accept the rules as they were. But this all seems a bridge too far for me. Alas. Still, I hope Rebellion does well with it.</p></blockquote><p></p>
[QUOTE="Some Dude, post: 9811387, member: 6980080"] Not sure any of these have had continuous and compatible rulesets as long as T&T, but this kind of reinforces my point. As I've said previously (here or elsewhere, I can't remember), games that take an established set of rules with a fanbase and make sweeping changes are rarely popular or successful. T2K 4th edition is doing well enough, from what I understand, but there are exceptions to every rule. And while I understand the creative impulse to slaughter sacred cows, I'm not sure it's a good idea commercially. I'm one of the few people who likes Over the Edge 3rd edition better than the previous ones. But that is a minority opinion, as OtE 3e's commercial failure clearly illustrates. Scott Malthouse has made a thread on BlueSky discussing a bit of his reasoning behind T&T: A New Age. [MEDIA=bluesky]voxparlour.bsky.social/post/3m6txwdnjyc25[/MEDIA] I like Scott. I was excited when he took over the design of nu-T&T. But I just haven't liked what I've seen so far. Scott says, "We want to honour the game by evolving it." But this seems like a "baby with the bathwater" approach. Scott also says, "T&T hasn't moved on design-wise for decades. That consistency is great, but it also feels like a dinosaur in a modern context. Some people dig that, others don't. We want a game that new players can really easily grasp, where they can feel empowered by the rules." And while I understand wanting to address issues of balance in T&T, and to modernize it, this is more than an "evolution." Besides which, the OSR attracts plenty of younger players, so I'm not really sure I agree that older automatically equals less accessible. I'd go one further and say that T&T 5e is easier to grok than T&T-ANA by orders of magnitude. And an evolution implies successive changes over time. This feels more like an entirely different set of rules with a couple of terms from T&T applied to the surface like a decal. I'm legitimately curious, for those who have played this new version, does it "feel" like T&T in play? Why or why not? I haven't gotten it to the table, and my interest in this project has been waning since the alpha. I realize that not every game is for every player. And I do not wish to wax negative. And while I know I'll never play all the games I own, I try to limit my purchases to games I am at least interested in playing. So far, I'm not feeling that with nu-T&T. I would love to change my mind. T&T is my favorite game, so I definitely have a bias towards older rules. But I also study T&T's rules a lot, and objectively, it definitely has flaws. So I'm not saying I'd only accept the rules as they were. But this all seems a bridge too far for me. Alas. Still, I hope Rebellion does well with it. [/QUOTE]
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