Dungeoneer
First Post
I think people would agree that usually game designers should make the game they would want to play. But I have seen several recent threads where people have argued that this does NOT apply to the new edition of D&D.
They say that D&D designers have a responsibility to the community. This responsibility entails that they take their personal preferences out of the equation when they are designing a new edition. Instead, they should create a game that appeals to all gamers as broadly as possible. Cool new mechanics should go out the window if they make some part of the community unhappy. Making a game that conforms to peoples' expectations of D&D is more important than making a game that does certain things really well.
As an example, Fourth Edition had a strong focus on tactical combat. It's hard to argue that it didn't do tactical combat well. Unfortunately many people didn't want tactical combat in their D&D game, and 4e didn't really make any concessions for them. Where 3.x was the Swiss Army Knife of games, 4e was a scalpel.
13th Age, which is designed by one of the lead designers on 4e, takes this to even more of an extreme. Reading the rulebook is like having a conversation with the designers. Alongside the rules you are told why the designers made them that way. The game does a great job of supporting certain styles of play. But it won't be everybody's cup of tea.
5e is supposed to have a strong emphasis on 'reunifying' the community (if it was ever unified). Its supposed to 'feel' like D&D for as many people as possible. Yet even with 5e's gestures towards accommodating everyone there are already people calling for certain controversial rules to be jettisoned (I won't mention them here and PLEASE lets not hash them out yet again in this thread). It seems that 5e represents its designers' point of view after all.
The question is, should it?
I believe it should.
Full disclosure: I am not that interested in 5e. I already have the D&D editions (official and unofficial) that I want to play. 5e appears to be steering a different course. I probably won't be buying the books, but I hope those who do have fun with it. 5e doesn't appear to be a game designed with me in mind.
And that's okay.
I would rather they make an interesting game that tries new things then a bland by-the-committee game that just tries to please everybody. Because you know who will ultimately play the latter game? Nobody.
Sure, maybe you could make a game that was basically inoffensive to all D&D players ever. But nobody would be excited about it. People would buy the core books, give it a try, say 'meh', and go back to playing the less playtester-friendly version that gets them fired up. Because a game with a point of view, a game that does a few things well, is going to get more people excited than a game that strives to be 'acceptable' to the most people possible. Assuming you agree with that point of view of course!
I called 3.x a swiss army knife earlier, but that's not really true. It has a strong point of view. 3e says that rules should have a unified underlying mechanic. It says that people should be able to multi-class to their heart's content. It says that rewarding system mastery is okay (which is mind-blowingly controversial, but that's my point exactly!).
This is also true for other editions of the game. oD&D/AD&D were Gary Gygax's babies, and they definitely reflect his peculiarities. 2e was the storytelling edition. If you didn't want to tell a story with it the book didn't have much to say to you.
I don't think any edition of D&D has intentionally tried to alienate players of other editions. You could shoe-horn your personal style into any of them, with varying degrees of effort. But each one has reflected the voice of its designers and has had definite preferred play styles. I suspect that 5e will ultimately continue that tradition. It will have certain assumptions built into it which are hard to work around if you don't share them. It will work well when you go with what the designers wanted and you will have to fight it if you don't.
Every edition of the game needs to get people excited. It needs some fired-up evangelists to go out and win new converts for D&D. It needs to have people talking, arguing, and buying books. It needs to do that even at the cost of some old players. Because those folks aren't going to make the new game succeed. It's new kids who will do that.
5e should be somebody's favorite game, even if it's not yours. And that's okay.
They say that D&D designers have a responsibility to the community. This responsibility entails that they take their personal preferences out of the equation when they are designing a new edition. Instead, they should create a game that appeals to all gamers as broadly as possible. Cool new mechanics should go out the window if they make some part of the community unhappy. Making a game that conforms to peoples' expectations of D&D is more important than making a game that does certain things really well.
As an example, Fourth Edition had a strong focus on tactical combat. It's hard to argue that it didn't do tactical combat well. Unfortunately many people didn't want tactical combat in their D&D game, and 4e didn't really make any concessions for them. Where 3.x was the Swiss Army Knife of games, 4e was a scalpel.
13th Age, which is designed by one of the lead designers on 4e, takes this to even more of an extreme. Reading the rulebook is like having a conversation with the designers. Alongside the rules you are told why the designers made them that way. The game does a great job of supporting certain styles of play. But it won't be everybody's cup of tea.
5e is supposed to have a strong emphasis on 'reunifying' the community (if it was ever unified). Its supposed to 'feel' like D&D for as many people as possible. Yet even with 5e's gestures towards accommodating everyone there are already people calling for certain controversial rules to be jettisoned (I won't mention them here and PLEASE lets not hash them out yet again in this thread). It seems that 5e represents its designers' point of view after all.
The question is, should it?
I believe it should.
Full disclosure: I am not that interested in 5e. I already have the D&D editions (official and unofficial) that I want to play. 5e appears to be steering a different course. I probably won't be buying the books, but I hope those who do have fun with it. 5e doesn't appear to be a game designed with me in mind.
And that's okay.
I would rather they make an interesting game that tries new things then a bland by-the-committee game that just tries to please everybody. Because you know who will ultimately play the latter game? Nobody.
Sure, maybe you could make a game that was basically inoffensive to all D&D players ever. But nobody would be excited about it. People would buy the core books, give it a try, say 'meh', and go back to playing the less playtester-friendly version that gets them fired up. Because a game with a point of view, a game that does a few things well, is going to get more people excited than a game that strives to be 'acceptable' to the most people possible. Assuming you agree with that point of view of course!
I called 3.x a swiss army knife earlier, but that's not really true. It has a strong point of view. 3e says that rules should have a unified underlying mechanic. It says that people should be able to multi-class to their heart's content. It says that rewarding system mastery is okay (which is mind-blowingly controversial, but that's my point exactly!).
This is also true for other editions of the game. oD&D/AD&D were Gary Gygax's babies, and they definitely reflect his peculiarities. 2e was the storytelling edition. If you didn't want to tell a story with it the book didn't have much to say to you.
I don't think any edition of D&D has intentionally tried to alienate players of other editions. You could shoe-horn your personal style into any of them, with varying degrees of effort. But each one has reflected the voice of its designers and has had definite preferred play styles. I suspect that 5e will ultimately continue that tradition. It will have certain assumptions built into it which are hard to work around if you don't share them. It will work well when you go with what the designers wanted and you will have to fight it if you don't.
Every edition of the game needs to get people excited. It needs some fired-up evangelists to go out and win new converts for D&D. It needs to have people talking, arguing, and buying books. It needs to do that even at the cost of some old players. Because those folks aren't going to make the new game succeed. It's new kids who will do that.
5e should be somebody's favorite game, even if it's not yours. And that's okay.