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D&D Older Editions, OSR, & D&D Variants
Palladium's philosophy for D&D 4e? Pros and cons
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<blockquote data-quote="wingsandsword" data-source="post: 3514545" data-attributes="member: 14159"><p>Okay, but the era when RPG rules were poorly explained and poorly documented was around 30 years ago.</p><p></p><p>Many gamers weren't even alive then, and have grown up on newer games, with clearly explained rules and clear-cut game mechanics. Palladium may be the last company to really be working on that idea because that's how Kevin Siembieda thinks and Palladium is his one-man show, but as you said, the professional part of the industry moved away from that and found a lot of success with clearly written rules. Gamers have come to expect that from the products they buy.</p><p></p><p>I've never been able to see the original OD&D booklets, the closest I've got is I found the original Traveller booklets in the used bin at my FLGS and I picked them up out of curiosity. It was much the same way, very minimalist description of game mechanics, lots of things I'd expect rules for don't exist, and it seemed incomplete and unfinished (despite having all the original books and most of the suppliments, somebody really sold a big collection), and it did remind me a little of how RIFTS was when I used to play it, in that it assumed the player would figure out the rules and that there was no need for detailed explanation or concise summaries of the rules.</p><p></p><p>Turning around and going back to a design philosophy (or lack thereof) that is the complete opposite of what people expect isn't good business sense.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3514545, member: 14159"] Okay, but the era when RPG rules were poorly explained and poorly documented was around 30 years ago. Many gamers weren't even alive then, and have grown up on newer games, with clearly explained rules and clear-cut game mechanics. Palladium may be the last company to really be working on that idea because that's how Kevin Siembieda thinks and Palladium is his one-man show, but as you said, the professional part of the industry moved away from that and found a lot of success with clearly written rules. Gamers have come to expect that from the products they buy. I've never been able to see the original OD&D booklets, the closest I've got is I found the original Traveller booklets in the used bin at my FLGS and I picked them up out of curiosity. It was much the same way, very minimalist description of game mechanics, lots of things I'd expect rules for don't exist, and it seemed incomplete and unfinished (despite having all the original books and most of the suppliments, somebody really sold a big collection), and it did remind me a little of how RIFTS was when I used to play it, in that it assumed the player would figure out the rules and that there was no need for detailed explanation or concise summaries of the rules. Turning around and going back to a design philosophy (or lack thereof) that is the complete opposite of what people expect isn't good business sense. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Palladium's philosophy for D&D 4e? Pros and cons
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