No, later editions of D&D have added so much complexity that even creating the basic of characters is an immense labor. The systems have become convoluted. They were not well thought out in terms of organization. While each new edition, and bevy of supplements, have added to play options to cater to the it-needs-to-be-about-my-obscure-interest generation, it has done so in a convoluted manner that has become a barrier to play. At the same time, the new generations, while loving the attention, do not enjoy the effort role playing takes. This is what led to 4e, a option-heavy game for the impatient.
More recent generations of players tend to not have the same patience and thoughtfulness as their elders, and thus less creative input and investment in the game. Products of their times where so much is done for them (or little expected of them) that they need not, nor have they learned to problem solve (you can see this if you are outside of their generation). This is why 4e is more to their liking, more procedural than creative. There are exceptions, so please do not go crazy defending your youthful creativity.
One 20-something said one evening during our 3e session in a Planescape themed campaign, "I would pay more attention if this were real role playing". This from a girl stuck in her telephone device all night between naps. She is too impatient and self oriented to invest in the group story.
Role playing is not a video game, it's a story, the more drawn out, the more immersive, the better. But immersive, while maintaining flexible play options, does not necessitate chaotic rules as has been the pattern in later system engineering. I know a proper system can be built because not only do I design business processes for a living, I've created the framework for a RP system that I believe handles all of the many interest that our community has been asking for for decades. So when I read the early releases from WotC regarding 5e, I see that they are on the wrong path, again, to achieve the maximum buy in. I hope they can get it right because then I can stop my work on my own system and move on to any one of my dozens of other personal projects. I'd feel relieved and probably very happy and have no problem plunking down for the books needed to play the game.
At the same time, the new generations, while loving the attention, do not enjoy the effort role playing takes. This is what led to 4e, a option-heavy game for the impatient.
No, later editions of D&D have added so much complexity that even creating the basic of characters is an immense labor. The systems have become convoluted. They were not well thought out in terms of organization. While each new edition, and bevy of supplements, have added to play options to cater to the it-needs-to-be-about-my-obscure-interest generation, it has done so in a convoluted manner that has become a barrier to play. At the same time, the new generations, while loving the attention, do not enjoy the effort role playing takes. This is what led to 4e, a option-heavy game for the impatient.
More recent generations of players tend to not have the same patience and thoughtfulness as their elders, and thus less creative input and investment in the game. Products of their times where so much is done for them (or little expected of them) that they need not, nor have they learned to problem solve (you can see this if you are outside of their generation). This is why 4e is more to their liking, more procedural than creative. There are exceptions, so please do not go crazy defending your youthful creativity.
One 20-something said one evening during our 3e session in a Planescape themed campaign, "I would pay more attention if this were real role playing". This from a girl stuck in her telephone device all night between naps. She is too impatient and self oriented to invest in the group story.
Role playing is not a video game, it's a story, the more drawn out, the more immersive, the better. But immersive, while maintaining flexible play options, does not necessitate chaotic rules as has been the pattern in later system engineering. I know a proper system can be built because not only do I design business processes for a living, I've created the framework for a RP system that I believe handles all of the many interest that our community has been asking for for decades. So when I read the early releases from WotC regarding 5e, I see that they are on the wrong path, again, to achieve the maximum buy in. I hope they can get it right because then I can stop my work on my own system and move on to any one of my dozens of other personal projects. I'd feel relieved and probably very happy and have no problem plunking down for the books needed to play the game.
I made no such comment regarding finding a group that plays it well. I've found and enjoyed playing in groups that knew the system(s) like the back of their hand so playing the game has not been an issue. I've played with mixed groups of all ages and walks of life and there is a distinct difference in how people play, most often consistent with their age group and/or to what RPG system they were first introduced. In fact, and incidentally, WotC formerly employed me to DM in their stores, yes, paid to DM. How 'bout that. The younger the new players were, the more video-game/CCG they wanted it to be like. When I first started playing, at 10 years old, I did not have the lack of patience nor instant gratification mindset of today's youth.
I've seen just about everything so I'm a pretty good judge of the trends. WotC would be wise to maintain multiple types of games, a tactical one (based on 4e - Warammer-lite) and role playing one (edition 1-3.5 hybrid).
Sounds like someone has Alzhiemers setting in. Creating a 3e character takes about 10 minutes unless its insanely high level. In which case it takes 20.
Because I want a supported version of D&D that I can like again.