[OMENRPG]Ben
First Post
I think one of the most pertinent facts of this development is that most (if not all) of the developers of the more modern editions were frequent players of the previous editions. And, as AeroDM has eloquently stated, the first economy of character creation is something that is inherently personal, fun, and even competitive.
These players who played earlier editions sought to add more options, as more options meant more unique characters. The reflection of the rules became more important as the differentiating factor, rather than the role-playing of that character. It is my opinion that 4e attempted to resolve this to a degree, actually streamlining the character creation process while still providing ample choices (or bloat to some).
What we see as a result is the following edition is a reaction of the wants and desires of the players of the previous edition. I can remember during the days of 3.5's peak, and one of the biggest outcries was "there are too many skills" and "skill ranks are cumbersome." And thus we have 4e which minimizes the skills into broader chunks; but is levied with complaints at a lack of role-playability due to not enough skills (i.e. crafting) and focusing more on combat.
As Herremann the Wise so wisely pontificated, the balance between the "fluff" and the "stuff" is important; as is the amount of choices for character creation and character action.
I think that good game designers are good game players, but we have seen in modern incarnations the desires of disgruntled gamers from past editions who are now making the current editions; hopefully games can be produced which break the cycle without shifting too fluidly with exponential errata growth.
These players who played earlier editions sought to add more options, as more options meant more unique characters. The reflection of the rules became more important as the differentiating factor, rather than the role-playing of that character. It is my opinion that 4e attempted to resolve this to a degree, actually streamlining the character creation process while still providing ample choices (or bloat to some).
What we see as a result is the following edition is a reaction of the wants and desires of the players of the previous edition. I can remember during the days of 3.5's peak, and one of the biggest outcries was "there are too many skills" and "skill ranks are cumbersome." And thus we have 4e which minimizes the skills into broader chunks; but is levied with complaints at a lack of role-playability due to not enough skills (i.e. crafting) and focusing more on combat.
As Herremann the Wise so wisely pontificated, the balance between the "fluff" and the "stuff" is important; as is the amount of choices for character creation and character action.
I think that good game designers are good game players, but we have seen in modern incarnations the desires of disgruntled gamers from past editions who are now making the current editions; hopefully games can be produced which break the cycle without shifting too fluidly with exponential errata growth.