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<blockquote data-quote="Toben the Many" data-source="post: 4216102" data-attributes="member: 19273"><p>I think a 5th Edition would have to do more with the gamer zeitgeist at the time than "improvements" on mechanical systems. </p><p></p><p>Any talk of improvements on the mechanical systems of a roleplaying game has to be taken with a grain of salt. For one, any roleplaying game system will have its faults. A perfectly designed system cannot be arrived at. </p><p></p><p>That's because roleplaying games are designed to be, at their root, a simulation of a fantasy scenario. An that for each person, the ideal simulation of that paradigm will be different. For example, some people prefer low fantasy, some people prefer high fantasy. Some people like realistic, gritty combat. Some people prefer cinematic combat.</p><p></p><p>And even in universal systems, which are constructed to simulate a variety of scenarios and archetypes, there are drawbacks. </p><p></p><p>So, that said, what D&D has done in the most recent years was to answer the gamer zeitgeist of the time. For example, 3rd Edition came about during a time in which there was an over abundance of fluff in their product line. Extremely detailed histories, long lists of encounter tables, just way too much fluff. So 3rd Edition answered with a crunchier system, that was more tactile. Instead of leaving a lot to be interpreted by the GM (Remember what all a Dex check could cover?) much of the game was directly interpreted by the rules. </p><p></p><p>Now, we see 4th Edition as a system that is more streamlined and allows for greater DM fiat. Things like skill challenges are more freeform and storytelling-based. At the same time, it also answers the gamer tug towards a more minis-based system. Minis are big right now, too. </p><p></p><p>So I think a 5th Edition will probably answer whatever zeitgeist is manifest in the gamer population of the time period in which it is released. </p><p></p><p>The thing about RPGers is that the culture is very strong. RPGers tend to watch the same movies, play the same video games, etc.</p></blockquote><p></p>
[QUOTE="Toben the Many, post: 4216102, member: 19273"] I think a 5th Edition would have to do more with the gamer zeitgeist at the time than "improvements" on mechanical systems. Any talk of improvements on the mechanical systems of a roleplaying game has to be taken with a grain of salt. For one, any roleplaying game system will have its faults. A perfectly designed system cannot be arrived at. That's because roleplaying games are designed to be, at their root, a simulation of a fantasy scenario. An that for each person, the ideal simulation of that paradigm will be different. For example, some people prefer low fantasy, some people prefer high fantasy. Some people like realistic, gritty combat. Some people prefer cinematic combat. And even in universal systems, which are constructed to simulate a variety of scenarios and archetypes, there are drawbacks. So, that said, what D&D has done in the most recent years was to answer the gamer zeitgeist of the time. For example, 3rd Edition came about during a time in which there was an over abundance of fluff in their product line. Extremely detailed histories, long lists of encounter tables, just way too much fluff. So 3rd Edition answered with a crunchier system, that was more tactile. Instead of leaving a lot to be interpreted by the GM (Remember what all a Dex check could cover?) much of the game was directly interpreted by the rules. Now, we see 4th Edition as a system that is more streamlined and allows for greater DM fiat. Things like skill challenges are more freeform and storytelling-based. At the same time, it also answers the gamer tug towards a more minis-based system. Minis are big right now, too. So I think a 5th Edition will probably answer whatever zeitgeist is manifest in the gamer population of the time period in which it is released. The thing about RPGers is that the culture is very strong. RPGers tend to watch the same movies, play the same video games, etc. [/QUOTE]
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