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Rules, too much or too little? YOU DECIDE!
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<blockquote data-quote="Oofta" data-source="post: 7569684" data-attributes="member: 6801845"><p>Then the question is: would the market support that variation or would be get lost in the muddle?</p><p></p><p>Let's say we had a book come out, Mordenkainens Optional Rules Emporium (MORE). With MORE you have different buttons and levers you can push or pull to adjust your game to suit your needs for your group. This would be kind of awesome.</p><p></p><p>But MORE is also carries significant risk. Whether by sheer luck, good design or a combination therein, 5E is doing really well and supposedly still hasn't peaked (when, if, or if it's already happened is another discussion). If you add in all these optional rules, do you dilute the brand? Do you lose some of the "herd mentality" that is part and parcel of the D&D brand? If you veer off far enough from the base, some people will say the rules are a bit of a mess and they might as well play XXX because it's more focused on that niche.</p><p></p><p>I have no clue if that would be a problem, but I do know that corporations tend to be conservative and oftentimes are better off focusing on a "niche" product even if it doesn't scratch every itch. If I wan to drink mountain dew code red one day and mountain dew caffeine free diet* all I have to do is grab a different can from the fridge.</p><p></p><p>But a game? A game requires other people playing basically the same thing and being comfortable with the rules even if they aren't ecstatic about them. Divide it up too much and you might split the player base so much that it's not as sustainable.</p><p></p><p>In addition, there's always house rules and DmsGuild options, so I'm not sure I see the benefit to risk calculation being there. So I don't expect MORE, at least not for a while.</p><p></p><p><em>*WHY? What's the point of this abomination on the soda drinking public? <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /></em></p></blockquote><p></p>
[QUOTE="Oofta, post: 7569684, member: 6801845"] Then the question is: would the market support that variation or would be get lost in the muddle? Let's say we had a book come out, Mordenkainens Optional Rules Emporium (MORE). With MORE you have different buttons and levers you can push or pull to adjust your game to suit your needs for your group. This would be kind of awesome. But MORE is also carries significant risk. Whether by sheer luck, good design or a combination therein, 5E is doing really well and supposedly still hasn't peaked (when, if, or if it's already happened is another discussion). If you add in all these optional rules, do you dilute the brand? Do you lose some of the "herd mentality" that is part and parcel of the D&D brand? If you veer off far enough from the base, some people will say the rules are a bit of a mess and they might as well play XXX because it's more focused on that niche. I have no clue if that would be a problem, but I do know that corporations tend to be conservative and oftentimes are better off focusing on a "niche" product even if it doesn't scratch every itch. If I wan to drink mountain dew code red one day and mountain dew caffeine free diet* all I have to do is grab a different can from the fridge. But a game? A game requires other people playing basically the same thing and being comfortable with the rules even if they aren't ecstatic about them. Divide it up too much and you might split the player base so much that it's not as sustainable. In addition, there's always house rules and DmsGuild options, so I'm not sure I see the benefit to risk calculation being there. So I don't expect MORE, at least not for a while. [I]*WHY? What's the point of this abomination on the soda drinking public? :rant:[/I] [/QUOTE]
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