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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="EzekielRaiden" data-source="post: 9573002" data-attributes="member: 6790260"><p>No. It needs to have people actually playing it, so I can get to play it, instead of just talking about it or thinking about it, as is the case with 99% of other games I've read. And is the case with PF2e, which never reached even 10% of the market share PF1e did. Because it wasn't able to tell people, "You can play exactly what you've always been playing." 5e (pretty much) did tell them that. Because 5e is 3e with refinements. The designers even explicitly said this during development, reducing 4e to a mere concept of "streamlining".</p><p></p><p>PF2e is what happens when a game that changes things lacks the cachet, the <em>importance</em>, the thematics, that are part of what D&D is and has been. It practically disappears from public perception. It gets totally drowned out by other games; D&D takes the lion's share, even though PF1e had had that lion's share before (because, as I have previously argued, it was an extension of 3e through and through), even though Golarion is popular and Paizo has produced numerous popular, well-loved adventure paths (several of which have been adapted into successful video games!)</p><p></p><p>A game that isn't given that incredible, almost indescribably huge boost due to being D&D, good luck ever getting to see a game. Good luck ever even <em>finding</em> someone who DMs it, even if you can't join their group!</p><p></p><p>But that's only half of it. The other half is, <em>again</em>, the person I was replying to said that 4e should have jettisoned <em><strong>absolutely everything</strong></em> that is D&D. Zero overlap. Zero thematic crossover. No Paladins. No Warlocks. No divine vs arcane vs primal magic. Zero overlap. I appreciate sci-fi and science fantasy RPGs (I enjoy Shadowrun, for example)--but being focused on fairly straight fantasy with minimal sci-fi elements is a significant part of baseline D&D's appeal, in every edition.</p><p></p><p></p><p>Because I want to actually play the game some of the time, and because the thematics that come with being D&D or D&D-like are too important to jettison.</p><p></p><p></p><p>Because I want to actually play the game some of the time, and because the thematics that come with being D&D or D&D-like are too important to jettison.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9573002, member: 6790260"] No. It needs to have people actually playing it, so I can get to play it, instead of just talking about it or thinking about it, as is the case with 99% of other games I've read. And is the case with PF2e, which never reached even 10% of the market share PF1e did. Because it wasn't able to tell people, "You can play exactly what you've always been playing." 5e (pretty much) did tell them that. Because 5e is 3e with refinements. The designers even explicitly said this during development, reducing 4e to a mere concept of "streamlining". PF2e is what happens when a game that changes things lacks the cachet, the [I]importance[/I], the thematics, that are part of what D&D is and has been. It practically disappears from public perception. It gets totally drowned out by other games; D&D takes the lion's share, even though PF1e had had that lion's share before (because, as I have previously argued, it was an extension of 3e through and through), even though Golarion is popular and Paizo has produced numerous popular, well-loved adventure paths (several of which have been adapted into successful video games!) A game that isn't given that incredible, almost indescribably huge boost due to being D&D, good luck ever getting to see a game. Good luck ever even [I]finding[/I] someone who DMs it, even if you can't join their group! But that's only half of it. The other half is, [I]again[/I], the person I was replying to said that 4e should have jettisoned [I][B]absolutely everything[/B][/I] that is D&D. Zero overlap. Zero thematic crossover. No Paladins. No Warlocks. No divine vs arcane vs primal magic. Zero overlap. I appreciate sci-fi and science fantasy RPGs (I enjoy Shadowrun, for example)--but being focused on fairly straight fantasy with minimal sci-fi elements is a significant part of baseline D&D's appeal, in every edition. Because I want to actually play the game some of the time, and because the thematics that come with being D&D or D&D-like are too important to jettison. Because I want to actually play the game some of the time, and because the thematics that come with being D&D or D&D-like are too important to jettison. [/QUOTE]
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