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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Oofta" data-source="post: 9042443" data-attributes="member: 6801845"><p>The goal of the game is not to include features you may personally want. It's to review potential features, look at the target market and then decide what features to implement to make the game the most fun for that target market. They decided that a fairly comprehensive, but not completely locked down combat, was a feature that would be fun. Detailed stealth rules would not. Focusing on one narrow niche of "exploring relationships with an iron age barbarian tribe" certainly does not make it fun for their mass market target.</p><p></p><p>I'm done with the philosophical debate. WOTC's only real goal is to make a game that people will buy so they can earn their salary and stay in business. They do that by making a fun game for their target audience, which includes old as well as new players that want a decent amount of flexibility to play the type of game they want in the fantasy genre.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9042443, member: 6801845"] The goal of the game is not to include features you may personally want. It's to review potential features, look at the target market and then decide what features to implement to make the game the most fun for that target market. They decided that a fairly comprehensive, but not completely locked down combat, was a feature that would be fun. Detailed stealth rules would not. Focusing on one narrow niche of "exploring relationships with an iron age barbarian tribe" certainly does not make it fun for their mass market target. I'm done with the philosophical debate. WOTC's only real goal is to make a game that people will buy so they can earn their salary and stay in business. They do that by making a fun game for their target audience, which includes old as well as new players that want a decent amount of flexibility to play the type of game they want in the fantasy genre. [/QUOTE]
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