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The Guards at the Gate Quote
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<blockquote data-quote="El Mahdi" data-source="post: 5766957" data-attributes="member: 59506"><p>Yes, I most certainly do.</p><p> </p><p>You may not like long corridors, gate guard encounters, or tracking equipment and encumbrance. Personally I don't either.</p><p> </p><p><strong><em><u>But there are groups that DO!</u></em></strong></p><p> </p><p>They may not be posting in this thread, but I've seen many people on ENWorld talk about those very things and state their preference for them. That for them, the game just isn't D&D without those elements.</p><p> </p><p>And that's the point. James Wyatt is saying that the games official stance is their preferences are not fun and should be avoided.</p><p> </p><p>There is no other way to spin it or interpret it.</p><p> </p><p>Calling your customers preferences and ideas badwrongfun, and then designing a game which excludes a portion of your fan/customer base is by any standard, absolute foolishness.</p><p> </p><p>You don't remain a success by criticizing and marginalizing your customer base, and that's exactly what that quote does.</p><p> </p><p>The reason it doesn't bother you is most likely because the things he calls unfun, are unfun to you also.</p><p> </p><p>Put the shoe on the other foot.</p><p> </p><p>Let's say he said: <em>"An RPG designed as first and foremost, a "Game", is not fun. Realism is where true fun comes from. Skip the builds made from a game mechanics focus, and stick to characters based on a backstory and realistic life progression. Then pick only skills, feats and powers that support that background. Picking powers just for how cool they are is unfun in the long run. For you and your group."</em></p><p> </p><p>That would have been just as wrong. Pissed off another large part of the RPG base, and alienated customers.</p><p> </p><p>It's the exact same thing.</p><p> </p><p>Any advice or instruction that marginalizes or disparages gamers play styles is <em>not</em> good advice.</p><p> </p><p>A company centered around a niche hobby needs to be <em>inclusive</em>, for that's the only way they can remain successful.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5766957, member: 59506"] Yes, I most certainly do. You may not like long corridors, gate guard encounters, or tracking equipment and encumbrance. Personally I don't either. [B][I][U]But there are groups that DO![/U][/I][/B] They may not be posting in this thread, but I've seen many people on ENWorld talk about those very things and state their preference for them. That for them, the game just isn't D&D without those elements. And that's the point. James Wyatt is saying that the games official stance is their preferences are not fun and should be avoided. There is no other way to spin it or interpret it. Calling your customers preferences and ideas badwrongfun, and then designing a game which excludes a portion of your fan/customer base is by any standard, absolute foolishness. You don't remain a success by criticizing and marginalizing your customer base, and that's exactly what that quote does. The reason it doesn't bother you is most likely because the things he calls unfun, are unfun to you also. Put the shoe on the other foot. Let's say he said: [I]"An RPG designed as first and foremost, a "Game", is not fun. Realism is where true fun comes from. Skip the builds made from a game mechanics focus, and stick to characters based on a backstory and realistic life progression. Then pick only skills, feats and powers that support that background. Picking powers just for how cool they are is unfun in the long run. For you and your group."[/I] That would have been just as wrong. Pissed off another large part of the RPG base, and alienated customers. It's the exact same thing. Any advice or instruction that marginalizes or disparages gamers play styles is [I]not[/I] good advice. A company centered around a niche hobby needs to be [I]inclusive[/I], for that's the only way they can remain successful. [/QUOTE]
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