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<blockquote data-quote="Wik" data-source="post: 5655157" data-attributes="member: 40177"><p>A shift away from kitchen sink games, and a focus on worldbuilding, in the same manner we saw primarily back in the 2e days.</p><p></p><p>And not just the 'pseduo fantasy worldbuilding' that we've seen in the last decade or so, or worldbuilding that still assumes a core set of D&D rules, but a sort of mechanical worldbuilding that would make it possible to play "D&D" in worlds that ranged from high-magic horror games where humans were the only race to low-magic, semi-historical games that feature the use of guns and infections, etc. </p><p></p><p>Rules that are simple, that avoid corner-cases, and that can be easily summarized in only a few pages. It can be done! The Star Wars d6 roleplaying had something like less than 50 pages for the entirety of its rules, and they were able to cover more or less everything. And most of those 50 pages were examples!</p></blockquote><p></p>
[QUOTE="Wik, post: 5655157, member: 40177"] A shift away from kitchen sink games, and a focus on worldbuilding, in the same manner we saw primarily back in the 2e days. And not just the 'pseduo fantasy worldbuilding' that we've seen in the last decade or so, or worldbuilding that still assumes a core set of D&D rules, but a sort of mechanical worldbuilding that would make it possible to play "D&D" in worlds that ranged from high-magic horror games where humans were the only race to low-magic, semi-historical games that feature the use of guns and infections, etc. Rules that are simple, that avoid corner-cases, and that can be easily summarized in only a few pages. It can be done! The Star Wars d6 roleplaying had something like less than 50 pages for the entirety of its rules, and they were able to cover more or less everything. And most of those 50 pages were examples! [/QUOTE]
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