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The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
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<blockquote data-quote="innerdude" data-source="post: 7621549" data-attributes="member: 85870"><p>But on a certain level, this essentially validates my point. </p><p></p><p>D&D 4e failed at the MAYA principle because it was too <em>un</em>familiar. You immediately reverted to something that more closely resembled "historical" D&D. I've read Castles and Crusades several times; from what I gathered it's essentially a 1e / BECMI hybrid with positively-scaling bonuses and AC. </p><p></p><p>The fact that 5e much more closely resembles C&C is also exactly the point. Even though you personally don't care for 5e's "flavor" of D&D, 5e is vastly closer to your preferred flavor than 4e was---because it reverted back to a more recognizable "Most Advanced Yet Acceptable" version of the product.</p><p></p><p>BUT-----the more interesting thing to me is that when D&D 4e didn't fit your bill, your immediate instinct was to find some other more acceptable version of "D&D". There's dozens of excellent systems out there that aren't D&D, but your instinct was to stay within the close confines of the AD&D "family."</p><p></p><p>This is exactly why the actual D&D brand is probably going to be "locked in" to its current iteration for some time. There's a very specific "D&D" experience produced by the D&D product, and its core consumer base now EXPECTS the product to not wildly deviate from it. </p><p></p><p>And it took A LOT for me to finally get to the point where I really wasn't interested in the D&D "gene pool" at all anymore. When I realized that 4e wasn't for me and found that I had no desire to continue running Pathfinder long term, I started out looking for the "perfect" D&D drop-in replacement. I picked up the Trailblazer OGL PDF that basically re-balances 3.5. I tried Arcana Evolved. I picked up Fantasy Craft. </p><p></p><p>Until eventually I realized, the problem wasn't that I wanted to swap spell slots for spell points, or have a better enemy templating system. The problem was that I had fundamental disagreements with the entire design paradigm/philosophy with "core" D&D. I wanted something different.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7621549, member: 85870"] But on a certain level, this essentially validates my point. D&D 4e failed at the MAYA principle because it was too [I]un[/I]familiar. You immediately reverted to something that more closely resembled "historical" D&D. I've read Castles and Crusades several times; from what I gathered it's essentially a 1e / BECMI hybrid with positively-scaling bonuses and AC. The fact that 5e much more closely resembles C&C is also exactly the point. Even though you personally don't care for 5e's "flavor" of D&D, 5e is vastly closer to your preferred flavor than 4e was---because it reverted back to a more recognizable "Most Advanced Yet Acceptable" version of the product. BUT-----the more interesting thing to me is that when D&D 4e didn't fit your bill, your immediate instinct was to find some other more acceptable version of "D&D". There's dozens of excellent systems out there that aren't D&D, but your instinct was to stay within the close confines of the AD&D "family." This is exactly why the actual D&D brand is probably going to be "locked in" to its current iteration for some time. There's a very specific "D&D" experience produced by the D&D product, and its core consumer base now EXPECTS the product to not wildly deviate from it. And it took A LOT for me to finally get to the point where I really wasn't interested in the D&D "gene pool" at all anymore. When I realized that 4e wasn't for me and found that I had no desire to continue running Pathfinder long term, I started out looking for the "perfect" D&D drop-in replacement. I picked up the Trailblazer OGL PDF that basically re-balances 3.5. I tried Arcana Evolved. I picked up Fantasy Craft. Until eventually I realized, the problem wasn't that I wanted to swap spell slots for spell points, or have a better enemy templating system. The problem was that I had fundamental disagreements with the entire design paradigm/philosophy with "core" D&D. I wanted something different. [/QUOTE]
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