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<blockquote data-quote="Gradine" data-source="post: 7619387" data-attributes="member: 57112"><p>I mean, if your honest opinion would run afoul of the board's stated rules on inclusion, for example, then by all means keep that to yourself.</p><p></p><p>Edit: I will add that a statement such as, for example, "the explicit sexual themes in systems like V:tM, Monsterhearts or Apocalypse World is a huge turnoff for me" is a very different statement than one laced with judgment at the people who make/play said games. </p><p></p><p></p><p></p><p></p><p>Clearly I disagree. We've gotten <em>significantly </em>better at matching mechanics to their intention, which is to say, <em>we're actually doing that at some level</em>. There are a lot of smaller indie games that, while not nearly as ambitious in its goals as <em>Dungeons & Dragons </em>(which has been stated as being "all things to all people" which it... mostly? succeeds at, more in spite of itself really), have very clear intentions and hit their mark beautifully. They're much more niche as a result, but still much better designed.</p><p></p><p></p><p></p><p>Don't get me wrong, I look back fondly on my experiences with WEG D6, but character creation doesn't need to be that cumbersome. And while HP, classes and... well, HP and classes are certainly still defensible, there have been many alternate interpretations of represent those ideas (character health and archetype/abilities, respectively) that work much better within their own systems. YMMV, of course. </p><p></p><p>Hell, D&D itself does HP, classes, and spell slots better <em>now</em> than it did in any iteration that OSR cribs off of. </p><p></p><p></p><p></p><p>I said we do <em>game design </em>much better. <em>Adventure </em>design has, yeah, sadly become a bit of a lost art, but that's because the broadest swath of examples we have are required to fit into very different molds than classic one-off adventures of old (either really short pick-up and play adventures, a la Adventuer's League, or long, necessarily constrained mini-campaigns, as typified by Adventure Paths). That said, I'd still hold something like Zeitgeist up against any of the old classics (quite a few of which haven't aged nearly as well as some folks would like to believe they have)</p></blockquote><p></p>
[QUOTE="Gradine, post: 7619387, member: 57112"] I mean, if your honest opinion would run afoul of the board's stated rules on inclusion, for example, then by all means keep that to yourself. Edit: I will add that a statement such as, for example, "the explicit sexual themes in systems like V:tM, Monsterhearts or Apocalypse World is a huge turnoff for me" is a very different statement than one laced with judgment at the people who make/play said games. Clearly I disagree. We've gotten [I]significantly [/I]better at matching mechanics to their intention, which is to say, [I]we're actually doing that at some level[/I]. There are a lot of smaller indie games that, while not nearly as ambitious in its goals as [I]Dungeons & Dragons [/I](which has been stated as being "all things to all people" which it... mostly? succeeds at, more in spite of itself really), have very clear intentions and hit their mark beautifully. They're much more niche as a result, but still much better designed. Don't get me wrong, I look back fondly on my experiences with WEG D6, but character creation doesn't need to be that cumbersome. And while HP, classes and... well, HP and classes are certainly still defensible, there have been many alternate interpretations of represent those ideas (character health and archetype/abilities, respectively) that work much better within their own systems. YMMV, of course. Hell, D&D itself does HP, classes, and spell slots better [I]now[/I] than it did in any iteration that OSR cribs off of. I said we do [I]game design [/I]much better. [I]Adventure [/I]design has, yeah, sadly become a bit of a lost art, but that's because the broadest swath of examples we have are required to fit into very different molds than classic one-off adventures of old (either really short pick-up and play adventures, a la Adventuer's League, or long, necessarily constrained mini-campaigns, as typified by Adventure Paths). That said, I'd still hold something like Zeitgeist up against any of the old classics (quite a few of which haven't aged nearly as well as some folks would like to believe they have) [/QUOTE]
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