Sean Reynolds' new company press release

Greatwyrm said:
However, was I the only one that read the press release about the new company and felt I was told that I was too dumb to recognize a good or bad product when I see them? I know sometimes it's difficult to get someone's real meaning just in writing, but...
I believe his press release was not directed at you personally. ;)

I agree with SKR. In my experience, most of the D&D-players do not recognise good d20-design from bad. I'm not saying that you do not, but most...

- F
 
Last edited:

log in or register to remove this ad

SKR Press Release said:
With us you won't find feats that let you shoot three arrows per round at 2nd level, do cold damage to cold-immune creatures, or sneak attack undead.

Or creatures who speak "elvish"!
 

Remathilis said:
Hmmm... Seems a little too focused on the "right" and "wrong" ways to play D&D...
I didn't see that. IHMO, he was stressing the right and wrong ways to design a d20-product.

Unlike gaming styles, there *is* a correct and an incorrect way of doing d20-game design. The latter produces unbalanced rules and/or rules that break the internal logic of the game.

- F
 

I think Sean's Press release may be just a victim of bad phrazing.

The first problem I see is actually a common advertisment mistake. As opposed to pointing out the strengths of his product, he's pointing out weaknesses in others. This tends to make people warry of your product no matter how good it is.

What I think he is trying to convey is that his company philosophy is to create products that will not overpower characters and unbalance the game. Furthermore, it's goal is to show "why" certain things are unbalanced in the context of the game. IE rather then just say the following feats are unbalanced, his aim is to give people a basis on which to "ruleswise" come to that conclusion. I'm sure we've all encountered rules that we didn't think would be a problem only to realize several games later how MUCH of a problem it actually is.

This is a bit tricky though. If he sticks to why in the context of a "core" game certain rules are overpowered, I think it will be ok. It's important to remember though, that one group's out of balance might be just right for another and that the various companies exist to fullfill these varying wants and needs. Sean, however, is a very opinionated guy, and my fear is that he will come across with the attitude of "this is the only way it can and should be." in his products.

:(

p.s. Psion I completely agree with your signiature statement. and btw, congrats on that whole magazine article you're bio is in. ;)
 


Felonius said:
I agree with SKR. In my experience, most of the D&D-players do not recognise good d20-design from bad. I'm not saying that you do not, but most...

And like most people that say this sort of statement it stops before actually naming what is good design verse bad. What products are bad design that people still like?
 

Crothian said:
And like most people that say this sort of statement it stops before actually naming what is good design verse bad. What products are bad design that people still like?

That's likely the distance between a press release and the product.
 

Hmmmm...So there will be some handbook on choosing product. "The Complet guide to garbage" LOL.

I'll be the first to admit I have bought a lot of product I never use. Mainly because the feats and PrC are overpowered for me. But I still love to read them and if they have descent art work the better.

I wish Sean the best and I hope he can meet his high standards lord knows we need more quality in the material in the games.

Oh and it seems every time I play a rouge what do we fight. Yep undead constructs and oozes. Every blasted time

The Seraph of Earth and Stone
 


Felonius said:
Unlike gaming styles, there *is* a correct and an incorrect way of doing d20-game design. The latter produces unbalanced rules and/or rules that break the internal logic of the game.

Even design is not so cut-and-dried as you suppose. All players/GMs have different values when it comes to what makes a game experience tick. A good game for that person is one that meets those needs and values. If meeting those needs requires you to sacrifice a quality someone else finds important (and invariably, it will), then the product becomes inherently less valuable to said other person.
 

Remove ads

Top