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Sorry - I think the point was missed...
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<blockquote data-quote="I'm A Banana" data-source="post: 2393529" data-attributes="member: 2067"><p>Thanks a lot for setting the record straight, Ryan. I do adore it when the people who made the game I know and love tell me what's what. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think I latched onto something in your post that I can maybe make a new thread, or maybe make my entire mission statement as a game designer myself. Specifically, it was this:</p><p></p><p></p><p></p><p>I played CRPG's before I ever touched D&D. My first encounter with a Mind Flayer was not rolling saving throws, it was in the original Final Fantasy (where they were called WIZARDS, but are obviously rip-offs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). I came to D&D from a background of growing up on videogames. It strikes me that this is exactly backwards to the way that most of the designers have had it. </p><p></p><p>I have been constantly engaged in a struggle since discovering pen-and-paper RPG's to mesh it up with my on-screen experiences, while embracing the particular benefits of not having a computer program dictate the possibilities of my character. In examining what makes one fun different from another, and attempting to harvest the best of both worlds to meld them comfortably together. To note what pen-and-paper does differently than an MMO. </p><p></p><p>I think the future of gaming lies more in campaign settings and adventure paths than in countless rules updates, however.....</p><p></p><p>Okay, off to keep designing the game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2393529, member: 2067"] Thanks a lot for setting the record straight, Ryan. I do adore it when the people who made the game I know and love tell me what's what. :) I think I latched onto something in your post that I can maybe make a new thread, or maybe make my entire mission statement as a game designer myself. Specifically, it was this: I played CRPG's before I ever touched D&D. My first encounter with a Mind Flayer was not rolling saving throws, it was in the original Final Fantasy (where they were called WIZARDS, but are obviously rip-offs ;)). I came to D&D from a background of growing up on videogames. It strikes me that this is exactly backwards to the way that most of the designers have had it. I have been constantly engaged in a struggle since discovering pen-and-paper RPG's to mesh it up with my on-screen experiences, while embracing the particular benefits of not having a computer program dictate the possibilities of my character. In examining what makes one fun different from another, and attempting to harvest the best of both worlds to meld them comfortably together. To note what pen-and-paper does differently than an MMO. I think the future of gaming lies more in campaign settings and adventure paths than in countless rules updates, however..... Okay, off to keep designing the game. ;) [/QUOTE]
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