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Things you Think WoTC should follow from Paizo
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<blockquote data-quote="BryonD" data-source="post: 4872876" data-attributes="member: 957"><p>Agreed. (GURPS would fall in your description)</p><p></p><p>I also see no reason a game like that could not sink like a stone.</p><p></p><p>What you describe is a critical component. I fully agree with you. </p><p>But saying a car has good wheels doesn't make it a good car, even though wheels are vitally critical to a car. </p><p></p><p>If the game does not have all the critical components, then it will sink.</p><p>And tapping in to some broadly common set of understood tradition is also critical for wide success. </p><p></p><p>GURPS did this by offering interchangeable ready-built traditional mods. And even with that I don't think GURPS was ever the #1 game in any genre. I think GURPS success was more tied to being second or third in almost every genre. (and maybe also being an early player in the low magic / gritty alternative)</p><p></p><p>I don't think a game will succeed as a major market player unless it can tap into common traditional expectations as a baseline of expectations and player understanding. Being customizable is a big plus on top of that. Everything you said is a plus. But these elements support each other.</p><p></p><p></p><p>Interestingly, you said you think that WotC should do the opposite of Paizo. But now you are advocating players look to themselves for "building of worlds" and "custom modding". If that is the opposite of anyone it is the opposite of WotC and their current "points of light" and absolute minimal prep time design philosophy for 4E.</p></blockquote><p></p>
[QUOTE="BryonD, post: 4872876, member: 957"] Agreed. (GURPS would fall in your description) I also see no reason a game like that could not sink like a stone. What you describe is a critical component. I fully agree with you. But saying a car has good wheels doesn't make it a good car, even though wheels are vitally critical to a car. If the game does not have all the critical components, then it will sink. And tapping in to some broadly common set of understood tradition is also critical for wide success. GURPS did this by offering interchangeable ready-built traditional mods. And even with that I don't think GURPS was ever the #1 game in any genre. I think GURPS success was more tied to being second or third in almost every genre. (and maybe also being an early player in the low magic / gritty alternative) I don't think a game will succeed as a major market player unless it can tap into common traditional expectations as a baseline of expectations and player understanding. Being customizable is a big plus on top of that. Everything you said is a plus. But these elements support each other. Interestingly, you said you think that WotC should do the opposite of Paizo. But now you are advocating players look to themselves for "building of worlds" and "custom modding". If that is the opposite of anyone it is the opposite of WotC and their current "points of light" and absolute minimal prep time design philosophy for 4E. [/QUOTE]
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