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RPG Codex Interview w/Mike Mearls
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<blockquote data-quote="howandwhy99" data-source="post: 5987959" data-attributes="member: 3192"><p>I would say "Do Not Do This". Yes, D&D is a setting, but it is an inclusive setting where the breadth of it is there because it supports so many settings within it without heavy labor on the part of DMs. It looks vanilla because it covers all the most popular myths, legends, and histories of the world. It draws from our own fantasy world and is the farthest thing from Branded Uniqueness. Please run as far as you can from that. Bloodthirsty goblins are a passing fad. Genre emulation of a fantasy world, like drama or comedy, can endlessly change without going out of style (as long as it is well fed by innovation). </p><p></p><p>"As long as the story beats are there, the specific rules are secondary." That one just misses completely. I've played plenty of D&D videogames. And Star Wars videogames. Some are great, some or horrible. The story is not going to save a game. Great game design, something radically different than storytelling, needs to be there or a game will fail. Story brands are really just getting people to the table anyways. The real innovative parts of D&D are when the game is so great the players want to create their own story elements for it (like campaign settings and adventures).</p><p></p><p>I do not deny there needs to be emotionally evocative stories to draw people in, but there are plenty of good and bad games with the same story. Game design matters more.</p><p></p><p>There is such a thing as too simplistic. TWERPS and plenty of other One Note systems are boring. Look at the skill challenge "system" before it was diversified. Elegant games are not necessarily simple games. In fact, I'd say elegance isn't simple at all, but easily understood complexity. Wizards could really improve on this with 5e and the by changing the current limitations of the roll check mechanic. </p><p></p><p>3 core classes = 3 core game systems. A combat system. A magic system. And a clerical system. I think simply trying to say "Turn Undead" is the unique cleric mechanic, for instance, will only lead to obsolescence in terms of fun in the end. It's use up and throw away when dull design. Sooner or later that single power is going to become boring. It's far easier to keep a whole system interesting with endless modifications to it as play progresses than to rely on a single power per class and then trying to brand that.</p><p></p><p>EDIT: Even the single resource/multiple purchases model that the new fighter has still is a limited thinking IMHO. An entire system dedicated to each class for unique play for each offers far more opportunity to modify as it has multiple elements, resources, and so on.</p><p></p><p></p><p>I should say, even with these few points I do like a lot of what was mentioned in the interview.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5987959, member: 3192"] I would say "Do Not Do This". Yes, D&D is a setting, but it is an inclusive setting where the breadth of it is there because it supports so many settings within it without heavy labor on the part of DMs. It looks vanilla because it covers all the most popular myths, legends, and histories of the world. It draws from our own fantasy world and is the farthest thing from Branded Uniqueness. Please run as far as you can from that. Bloodthirsty goblins are a passing fad. Genre emulation of a fantasy world, like drama or comedy, can endlessly change without going out of style (as long as it is well fed by innovation). "As long as the story beats are there, the specific rules are secondary." That one just misses completely. I've played plenty of D&D videogames. And Star Wars videogames. Some are great, some or horrible. The story is not going to save a game. Great game design, something radically different than storytelling, needs to be there or a game will fail. Story brands are really just getting people to the table anyways. The real innovative parts of D&D are when the game is so great the players want to create their own story elements for it (like campaign settings and adventures). I do not deny there needs to be emotionally evocative stories to draw people in, but there are plenty of good and bad games with the same story. Game design matters more. There is such a thing as too simplistic. TWERPS and plenty of other One Note systems are boring. Look at the skill challenge "system" before it was diversified. Elegant games are not necessarily simple games. In fact, I'd say elegance isn't simple at all, but easily understood complexity. Wizards could really improve on this with 5e and the by changing the current limitations of the roll check mechanic. 3 core classes = 3 core game systems. A combat system. A magic system. And a clerical system. I think simply trying to say "Turn Undead" is the unique cleric mechanic, for instance, will only lead to obsolescence in terms of fun in the end. It's use up and throw away when dull design. Sooner or later that single power is going to become boring. It's far easier to keep a whole system interesting with endless modifications to it as play progresses than to rely on a single power per class and then trying to brand that. EDIT: Even the single resource/multiple purchases model that the new fighter has still is a limited thinking IMHO. An entire system dedicated to each class for unique play for each offers far more opportunity to modify as it has multiple elements, resources, and so on. I should say, even with these few points I do like a lot of what was mentioned in the interview. [/QUOTE]
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