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RPG Evolution: The Dragons Come Home to Roost
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<blockquote data-quote="Ruin Explorer" data-source="post: 8871730" data-attributes="member: 18"><p>I don't think that's really true.</p><p></p><p>I mean, maybe me and my players are weird, but no-one really wishes we were still playing 2E, which is what we all started with. The only edition anyone in my group sometimes wants to go back to is 4E, and it's two specific players - who habitually play Rogues and Fighters respectively. Both of them sometimes moan about how 5E isn't as much fun as 4E, and frankly, I can see why - 4E gave both classes a hell of a lot more and more interesting tools in combat, and even slightly more out-of-combat, because of the sheer number of Feats you get, which could easily be used to add skills, ritual magic, and so on (and which had no competition with ASIs).</p><p></p><p>Personally some of the very best RPGs I've ever seen, I didn't see until I was 40 or older. The state of RPG design now is hugely, insanely better than it was in, say 1989, when I started out. Because of two big factors:</p><p></p><p>1) We've had 30+ years of learning shown by RPGs succeeding and failing at stuff.</p><p></p><p>2) We've got the internet to communicate those ideas and discuss RPG design theory, and even when we don't agree, if we listen, we find out stuff.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8871730, member: 18"] I don't think that's really true. I mean, maybe me and my players are weird, but no-one really wishes we were still playing 2E, which is what we all started with. The only edition anyone in my group sometimes wants to go back to is 4E, and it's two specific players - who habitually play Rogues and Fighters respectively. Both of them sometimes moan about how 5E isn't as much fun as 4E, and frankly, I can see why - 4E gave both classes a hell of a lot more and more interesting tools in combat, and even slightly more out-of-combat, because of the sheer number of Feats you get, which could easily be used to add skills, ritual magic, and so on (and which had no competition with ASIs). Personally some of the very best RPGs I've ever seen, I didn't see until I was 40 or older. The state of RPG design now is hugely, insanely better than it was in, say 1989, when I started out. Because of two big factors: 1) We've had 30+ years of learning shown by RPGs succeeding and failing at stuff. 2) We've got the internet to communicate those ideas and discuss RPG design theory, and even when we don't agree, if we listen, we find out stuff. [/QUOTE]
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