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First Post
SCL hasn't disappointed me, nor do I feel that the pre-release publicity misled me. Indeed, it's because of that publicity that I haven't bought it and don't expect to. Feel free to stop reading at this point.
It was obvious early on, when it was first announced, that the developers of SCL believed that "D&D is a game where the DM gets his kicks by killing the PCs." Once you realise that, a lot of the design decisions make sense.
Now, I don't play D&D that way. For me, D&D is about collaborative story-telling and SCL isn't designed for doing that, so it's not very useful to me. That's not to say that it isn't useful and fun for other people, just not for me. I'm getting the impression that there are people who only realised too late, after they ordered it, that it was also the wrong product for them too. It would have been better if the SCL publicists had made it clearer early on, what the underlying assumption was; but to be charitable, it probably didn't occur to them that not everyone who plays D&D plays it the way they do, so it didn't occur to them to spell it out.
SCL was promoted as a successor to games like BG and NWN, but it isn't and that in itself has disappointed some people. BG was all about the story. NWN was about making up your own stories (people forget that originally NWN was conceived as a toolset, and the single-player campaign was written as an illustration of what you could do with it). One of the strengths of NWN was its open-ness; Bioware not only allowed people to publish custom content (new monsters, new tilesets, new races and classes, and so on) but actively encouraged it. SCL isn't that. Story-telling is not what it is designed for and custom content is expressly forbidden. So not only is it not what I want, but it can't be made into something I want.
I've saved my money and I'm content.
It was obvious early on, when it was first announced, that the developers of SCL believed that "D&D is a game where the DM gets his kicks by killing the PCs." Once you realise that, a lot of the design decisions make sense.
Now, I don't play D&D that way. For me, D&D is about collaborative story-telling and SCL isn't designed for doing that, so it's not very useful to me. That's not to say that it isn't useful and fun for other people, just not for me. I'm getting the impression that there are people who only realised too late, after they ordered it, that it was also the wrong product for them too. It would have been better if the SCL publicists had made it clearer early on, what the underlying assumption was; but to be charitable, it probably didn't occur to them that not everyone who plays D&D plays it the way they do, so it didn't occur to them to spell it out.
SCL was promoted as a successor to games like BG and NWN, but it isn't and that in itself has disappointed some people. BG was all about the story. NWN was about making up your own stories (people forget that originally NWN was conceived as a toolset, and the single-player campaign was written as an illustration of what you could do with it). One of the strengths of NWN was its open-ness; Bioware not only allowed people to publish custom content (new monsters, new tilesets, new races and classes, and so on) but actively encouraged it. SCL isn't that. Story-telling is not what it is designed for and custom content is expressly forbidden. So not only is it not what I want, but it can't be made into something I want.
I've saved my money and I'm content.
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