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So... what happened during the playtests?
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<blockquote data-quote="TerraDave" data-source="post: 6884565" data-attributes="member: 22260"><p>Yes. I think they started with this idea that some tables would be leaning towards 2E, some towards 4E, some towards simpler, some towards more complicated...</p><p></p><p>In the surveys they where able to cross-reference edition preference with feedback on the rules set...and found much less division then expected. Across editions, people liked advantage, but not so much skill dice, and so on. </p><p></p><p>Importantly, they didn't not get a huge outcry for complexity or super granular options. Or tons of supplements. This was in sharp contrast to the conventional wisdom in RPG design circles, which assumed that gamers really wanted tons of crunch. </p><p></p><p>Instead they realized that preferences would very across players, including the need to satisfy important <em>minorities</em>, like people who want really simple classes, or gnomes, or whatever, because even loosing these minorities could stop a table from playing a particular edition. </p><p></p><p>They also realized that having a cleaner core made it easier to then add back in different options specific to different tables that didn't need to be in big discrete "modules".</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6884565, member: 22260"] Yes. I think they started with this idea that some tables would be leaning towards 2E, some towards 4E, some towards simpler, some towards more complicated... In the surveys they where able to cross-reference edition preference with feedback on the rules set...and found much less division then expected. Across editions, people liked advantage, but not so much skill dice, and so on. Importantly, they didn't not get a huge outcry for complexity or super granular options. Or tons of supplements. This was in sharp contrast to the conventional wisdom in RPG design circles, which assumed that gamers really wanted tons of crunch. Instead they realized that preferences would very across players, including the need to satisfy important [i]minorities[/i], like people who want really simple classes, or gnomes, or whatever, because even loosing these minorities could stop a table from playing a particular edition. They also realized that having a cleaner core made it easier to then add back in different options specific to different tables that didn't need to be in big discrete "modules". [/QUOTE]
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So... what happened during the playtests?
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