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SAS D20 -- A disappointed view
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<blockquote data-quote="whisper_jeff" data-source="post: 309832" data-attributes="member: 6370"><p>See, I agree 100% about superheroes and level systems, but the rest of your point brings it back to what I was saying: if the company wanted so very badly to stay away from the DnD feel, why use its system instead of just sticking with the Tri-Stat system? Based on what their rep said previously, I just don't see the reason for it other than being able to slap on the d20 logo and confuse some people who expected it to be more ... well, d20'ish.</p><p>-----</p><p> I'll say again, d20 is not D&D. D&D _uses_ d20, but the two are not one and the same. D&D existed well before d20 was remotely a thought in a game designer's head and d20 will be applied to many, many, many IPs beyond D&D. They are not the same thing. As for it being more "d20-ish" - it is d20. It just isn't "D&D-ish."</p><p></p><p> We wanted to stay away from the D&D feel because we are not creating a heroic fantasy game of swords and sorcery. We are creating a superhero game of modern day metahumans. The two are not the same thing and thus deserve different design approaches in order to present the best game possible to the fan.</p><p></p><p> Why did we do it? D20 is a good system with a strong support base and we felt it would be a good way to strength our IP development of Silver Age Sentinels. Exposing it to a new audience would enable us to develop SAS into an IP with greater potential of thriving and appealing to the largest audience possible. Some people avoid d20 like the plague (I'm reminded of the fan at GenCon that walked by the booth disdainfully commenting "they did a d20 version of it? Oh god!"). For fans like that, they can purchase the Tri-Stat edition. Others, however, will only play d20 and now they have their game.</p><p></p><p> D20 is a good game system and that is why we did SAS d20.</p></blockquote><p></p>
[QUOTE="whisper_jeff, post: 309832, member: 6370"] See, I agree 100% about superheroes and level systems, but the rest of your point brings it back to what I was saying: if the company wanted so very badly to stay away from the DnD feel, why use its system instead of just sticking with the Tri-Stat system? Based on what their rep said previously, I just don't see the reason for it other than being able to slap on the d20 logo and confuse some people who expected it to be more ... well, d20'ish. ----- I'll say again, d20 is not D&D. D&D _uses_ d20, but the two are not one and the same. D&D existed well before d20 was remotely a thought in a game designer's head and d20 will be applied to many, many, many IPs beyond D&D. They are not the same thing. As for it being more "d20-ish" - it is d20. It just isn't "D&D-ish." We wanted to stay away from the D&D feel because we are not creating a heroic fantasy game of swords and sorcery. We are creating a superhero game of modern day metahumans. The two are not the same thing and thus deserve different design approaches in order to present the best game possible to the fan. Why did we do it? D20 is a good system with a strong support base and we felt it would be a good way to strength our IP development of Silver Age Sentinels. Exposing it to a new audience would enable us to develop SAS into an IP with greater potential of thriving and appealing to the largest audience possible. Some people avoid d20 like the plague (I'm reminded of the fan at GenCon that walked by the booth disdainfully commenting "they did a d20 version of it? Oh god!"). For fans like that, they can purchase the Tri-Stat edition. Others, however, will only play d20 and now they have their game. D20 is a good game system and that is why we did SAS d20. [/QUOTE]
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