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Things you Think WoTC should follow from Paizo
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<blockquote data-quote="BryonD" data-source="post: 4872369" data-attributes="member: 957"><p>ahh, the ever-popular double-negative.</p><p></p><p></p><p>I'm not certain. There are so many variables at play it is hard to parse them.</p><p></p><p>I've stated several times that I, personally, have no loyalty to the name "dungeons and dragons" and have left and returned and left again purely based on the quality of the rules. So I certainly would not claim it is pure "D&D". But there have also been many many table top RPGs, and it has not been simply the base "concept of table-top roleplaying" that drove the endurance of one vs the crash and burn of another. D&D has dominated the fantasy genre and those other games that did well in fantasy had there own distinct niche "isms". And games that have done well in other genres (WoD, Shadowrun, Call of Cthulhu, and so on...) have tapped into a broader foundation of being true to core archetypes of the genre rather than the most recent fad variation. Fad games did well in some cases, but they faded out as the fad they tied themselves to faded. Solid traditional games, otoh, connected with many more people, even if not as deeply with any one small "latest trend fan set", and were more capable of fitting the latest fad just through differences in the play at the table rather than focus within the rules themselves.</p></blockquote><p></p>
[QUOTE="BryonD, post: 4872369, member: 957"] ahh, the ever-popular double-negative. I'm not certain. There are so many variables at play it is hard to parse them. I've stated several times that I, personally, have no loyalty to the name "dungeons and dragons" and have left and returned and left again purely based on the quality of the rules. So I certainly would not claim it is pure "D&D". But there have also been many many table top RPGs, and it has not been simply the base "concept of table-top roleplaying" that drove the endurance of one vs the crash and burn of another. D&D has dominated the fantasy genre and those other games that did well in fantasy had there own distinct niche "isms". And games that have done well in other genres (WoD, Shadowrun, Call of Cthulhu, and so on...) have tapped into a broader foundation of being true to core archetypes of the genre rather than the most recent fad variation. Fad games did well in some cases, but they faded out as the fad they tied themselves to faded. Solid traditional games, otoh, connected with many more people, even if not as deeply with any one small "latest trend fan set", and were more capable of fitting the latest fad just through differences in the play at the table rather than focus within the rules themselves. [/QUOTE]
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