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<blockquote data-quote="billd91" data-source="post: 8427377" data-attributes="member: 3400"><p>I dunno - I think your analysis here is just odd. Whether or not some sacred cows were opposed by members of the community (or supported, because I remember Paizo actually retreated from some changes based on feedback as well) is utterly irrelevant to the relationship between management and staff at Paizo. They made their design based on their vision, presented it for the playtest, and then produced a final product that reflected a bit of both. </p><p>And then they pretty much managed it for about a decade with new releases until it was pretty clear they were running out of really interesting sourcebook material. So, obviously, they went to designing a new edition. Again, I don't see this as any kind of management flaw or problem - they successfully rode a game design that its original publisher assumed was played out for 10 more years. </p><p></p><p>I'm not a fan of PF2 either, but clearly their design staff is since that's what they came up with (no surprise with some 4e-hands working on it). It is, however, reasonably popular on the Paizo boards with at least a substantial segment of veteran PF players, so it's got that going for it, whether or not you find it a weird fish. And it's also picking up a segment of 5e players who are looking for something with more structure and crunch to it. It'll never have the same relative success of PF1 vs 4e, though, simply because 5e is seeing success levels 4e couldn't hope to dream about. But I seriously doubt that they're fighting against the tide of modern game design because it's not a single flow. Some games are opting for simplicity, others crunch, and others something in between and there's a reasonable market for all of that.</p><p>So, again, I don't really see how any of this reflects some problem between management and workers or bad culture over at Paizo. At the very least, I don't see how anyone could look at the game produced and deduce problems from it.</p></blockquote><p></p>
[QUOTE="billd91, post: 8427377, member: 3400"] I dunno - I think your analysis here is just odd. Whether or not some sacred cows were opposed by members of the community (or supported, because I remember Paizo actually retreated from some changes based on feedback as well) is utterly irrelevant to the relationship between management and staff at Paizo. They made their design based on their vision, presented it for the playtest, and then produced a final product that reflected a bit of both. And then they pretty much managed it for about a decade with new releases until it was pretty clear they were running out of really interesting sourcebook material. So, obviously, they went to designing a new edition. Again, I don't see this as any kind of management flaw or problem - they successfully rode a game design that its original publisher assumed was played out for 10 more years. I'm not a fan of PF2 either, but clearly their design staff is since that's what they came up with (no surprise with some 4e-hands working on it). It is, however, reasonably popular on the Paizo boards with at least a substantial segment of veteran PF players, so it's got that going for it, whether or not you find it a weird fish. And it's also picking up a segment of 5e players who are looking for something with more structure and crunch to it. It'll never have the same relative success of PF1 vs 4e, though, simply because 5e is seeing success levels 4e couldn't hope to dream about. But I seriously doubt that they're fighting against the tide of modern game design because it's not a single flow. Some games are opting for simplicity, others crunch, and others something in between and there's a reasonable market for all of that. So, again, I don't really see how any of this reflects some problem between management and workers or bad culture over at Paizo. At the very least, I don't see how anyone could look at the game produced and deduce problems from it. [/QUOTE]
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