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Take Two: Testing The Correlation Between Class Preference And 4E Love/Hate
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<blockquote data-quote="GQuail" data-source="post: 4554649" data-attributes="member: 30709"><p>While this is a phenomenon I've seen both online and, to some extent, in real life, I think it's important to add that it isn't always malicious or indicative of "impressionable people buying into advertising", which is the implication here. There's lots of reasons why people change their opinions, although that doesn't stop it being frustrating when you were trying to explain it to them before and got shouted down. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>In the case of RPG system problems, sometimes they aren't observable (or aren't as pronounced) without playing specific types of characters, or playing at certain power levels - which, if starting at the bottom rung, can take months if not years of weekly play to reach. Sometimes the problems are accepted as part and parcel of something else but just wear down on you over time - possibly because you're so impressed at the solution to a problem in an older edition that you accept the introduction of other oddities. For example, 3E multiclassing has it's problems for some, but perhaps when they first saw it they were too busy comparing it favourably to 2E multiclassing's issues to really soak up the new problem - or had to try to play a Fighter 10/Wizard 10 to see where it struggles.</p><p></p><p>Sometimes the problem just flat-out doesn't bother you in play for some reason (we see plenty of threads here talking about whether or not a certain thing is broken, where GMs and players will go against the grain and say that a commonly accepted bad thing just doesn't bug their group - like how they just don't have the 15 minute workday) until one day it just does after a specific incident, or until it's explained in a way that clicks for you - Wizards article might just have used an example or phrase that did it for some people when a thousand message board posts didn't.</p><p></p><p>I don't deny your general theory won't hold out - that some people who are firm 4E fans now will one day be posting about how 5E/6E is a superior D&D product because of how it fixes 4E's problems. But I think it's a bit unfair to imply that it's all people buying into the hype of a game at the time rather than people actually finding it works until they've played it enough to see it break. In general terms, some problems can be seen just from a read through or a quick play: a friend recently bored me with graphs about why he didn't like CthulhuTech's dice system <img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" /> but it's only when you've actually done it week after week for quite some time that you can really speak with conviction about some role-playing game problems.</p></blockquote><p></p>
[QUOTE="GQuail, post: 4554649, member: 30709"] While this is a phenomenon I've seen both online and, to some extent, in real life, I think it's important to add that it isn't always malicious or indicative of "impressionable people buying into advertising", which is the implication here. There's lots of reasons why people change their opinions, although that doesn't stop it being frustrating when you were trying to explain it to them before and got shouted down. ;) In the case of RPG system problems, sometimes they aren't observable (or aren't as pronounced) without playing specific types of characters, or playing at certain power levels - which, if starting at the bottom rung, can take months if not years of weekly play to reach. Sometimes the problems are accepted as part and parcel of something else but just wear down on you over time - possibly because you're so impressed at the solution to a problem in an older edition that you accept the introduction of other oddities. For example, 3E multiclassing has it's problems for some, but perhaps when they first saw it they were too busy comparing it favourably to 2E multiclassing's issues to really soak up the new problem - or had to try to play a Fighter 10/Wizard 10 to see where it struggles. Sometimes the problem just flat-out doesn't bother you in play for some reason (we see plenty of threads here talking about whether or not a certain thing is broken, where GMs and players will go against the grain and say that a commonly accepted bad thing just doesn't bug their group - like how they just don't have the 15 minute workday) until one day it just does after a specific incident, or until it's explained in a way that clicks for you - Wizards article might just have used an example or phrase that did it for some people when a thousand message board posts didn't. I don't deny your general theory won't hold out - that some people who are firm 4E fans now will one day be posting about how 5E/6E is a superior D&D product because of how it fixes 4E's problems. But I think it's a bit unfair to imply that it's all people buying into the hype of a game at the time rather than people actually finding it works until they've played it enough to see it break. In general terms, some problems can be seen just from a read through or a quick play: a friend recently bored me with graphs about why he didn't like CthulhuTech's dice system :-S but it's only when you've actually done it week after week for quite some time that you can really speak with conviction about some role-playing game problems. [/QUOTE]
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