Argyle King
Legend
A company needs to make supplements that I want; not supplements that I feel like I need. For example, I bought GURPS Low-Tech because I wanted it; I wanted the more detail that the book provided, but I didn't need it to be able to play. Likewise, I purchased Manual of The Planes for D&D 4th Edition because I wanted it; it added more character options and mechanics, but I bought it because I wanted it, and not because I felt like I needed it. In contrast, I picked up Divine Power and MM3 for D&D 4th because I felt they were necessary for the game to work the way it should in respect to monsters and paladins. Though, in the case of MM3, it also had a lot of cool ideas that would have made me like the book anyway.
I think that's the trick to supplements: making the customer feel like they are a want rather than a need. It's a concern that I have for D&D 5th Edition that much of the modularity will involve things I feel I need for the game rather than feeling like things I want.
While it's inevitable that things will get missed in games such as rpgs because of how complex they are, and there will always be some "patches" which come later in the life cycle of a game, I never want to feel as though I'm required to buy a "supplement" to get the game to work properly or to get it to work the way I feel it should.
I think that's the trick to supplements: making the customer feel like they are a want rather than a need. It's a concern that I have for D&D 5th Edition that much of the modularity will involve things I feel I need for the game rather than feeling like things I want.
While it's inevitable that things will get missed in games such as rpgs because of how complex they are, and there will always be some "patches" which come later in the life cycle of a game, I never want to feel as though I'm required to buy a "supplement" to get the game to work properly or to get it to work the way I feel it should.
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