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General Tabletop Discussion
*TTRPGs General
The New Design Philosophy?
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<blockquote data-quote="Mark CMG" data-source="post: 2979217" data-attributes="member: 10479"><p>In some ways, I think you are right but there are other elements that lead me to believe that it is only a part of a much larger equation. I know some players who love D&D for heavy RPing but will play hours and hours of heavy tactical combat games (miniatures combat games of all types). Try to introduce heavy tactical scenarios in their D&D game and they pull away. Clearly it is not because they do not like that style of play, but simply because it is not something they want in their D&D experience. Or, at least, not in their D&D experience with the rules as they are now.</p><p></p><p></p><p></p><p></p><p></p><p>I suspect you are right.</p><p></p><p></p><p></p><p></p><p></p><p>I like the idea of a more flexible system that doesn't try to be so incognito. I think it is time for a system that is frank about it's ability and interest in pleasing both the tactical combat enthusiasts and the storytelling aficionados. Create a ruleset that highlights that flexibility and shows how to flex it (as a feature) and I think the game will be much improved for both camps. This would have the added benefit of allowing the system to shift between the playstyles based on scenario circumstances, e.g. handling a bloodless palace coup in one game session and sessions with battling armies afterward as a civil war ensues as fallout. Certainly, such a system would lend itself to supplements that focus primarily on either extreme of the tactical/storytelling axis or, indeed, on supplements that find themself somewhere in between. The upfront nature of that flexible system would make marketing and purchasing supplements based on playstyle preference a much easier experience. Those who find themself at either extreme would have no trouble tailoring their game based on such a model and no one would be lost as a customer while pursuing an expanded market share. I would hope that those fashioning the new edition are up to such a challenge.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 2979217, member: 10479"] In some ways, I think you are right but there are other elements that lead me to believe that it is only a part of a much larger equation. I know some players who love D&D for heavy RPing but will play hours and hours of heavy tactical combat games (miniatures combat games of all types). Try to introduce heavy tactical scenarios in their D&D game and they pull away. Clearly it is not because they do not like that style of play, but simply because it is not something they want in their D&D experience. Or, at least, not in their D&D experience with the rules as they are now. I suspect you are right. I like the idea of a more flexible system that doesn't try to be so incognito. I think it is time for a system that is frank about it's ability and interest in pleasing both the tactical combat enthusiasts and the storytelling aficionados. Create a ruleset that highlights that flexibility and shows how to flex it (as a feature) and I think the game will be much improved for both camps. This would have the added benefit of allowing the system to shift between the playstyles based on scenario circumstances, e.g. handling a bloodless palace coup in one game session and sessions with battling armies afterward as a civil war ensues as fallout. Certainly, such a system would lend itself to supplements that focus primarily on either extreme of the tactical/storytelling axis or, indeed, on supplements that find themself somewhere in between. The upfront nature of that flexible system would make marketing and purchasing supplements based on playstyle preference a much easier experience. Those who find themself at either extreme would have no trouble tailoring their game based on such a model and no one would be lost as a customer while pursuing an expanded market share. I would hope that those fashioning the new edition are up to such a challenge. [/QUOTE]
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