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General Tabletop Discussion
*Dungeons & Dragons
Too many cooks (a DnDN retrospective)
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<blockquote data-quote="Crazy Jerome" data-source="post: 6060926" data-attributes="member: 54877"><p>I want something in the excluded middle. I want to play the full range of the main D&D styles easily, and many of the more niche styles with a little bit of thought and perhaps tweaking. </p><p></p><p>But mainly, I want the designers to really come to grips with the simple fact that if you design stuff in a vacuum, the options usually stink. (That is, most of them are either overpowered or goofy or lame or any number of bad things, but if you keep throwing enough stuff at the wall, some of it will stick.) Not one game that tries to be all things to all people, and thus fails at being too rigid and too compromised in the attempt. Not unlimited games "supported" by options picked via wall flinging and casual editorial choice with the groups expected to piece it together. Rather, a handful of selected options that are then pursued thoughtfully. </p><p></p><p>With a quality D&D, I should be able to run an old-school dungeon crawl, a 2E linear story, an event-based story, a stylized narrative, or a traditional sandbox--and the pieces more or less work. They might not work exactly the way I want without tweaking, and I might need to be selective on classes and magic systems and so forth, and I might even need to read some advice from the designers on how to do that, but I should at least be in the ballpark--without suddenly having wizards not working at all or rogues as after-thoughts or bards dominating one style and useless in another.</p><p></p><p>We'll never get that with one main default, because the default dominates the thoughts of the designers too much. We don't even need to have all of those, but we do need at least two.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6060926, member: 54877"] I want something in the excluded middle. I want to play the full range of the main D&D styles easily, and many of the more niche styles with a little bit of thought and perhaps tweaking. But mainly, I want the designers to really come to grips with the simple fact that if you design stuff in a vacuum, the options usually stink. (That is, most of them are either overpowered or goofy or lame or any number of bad things, but if you keep throwing enough stuff at the wall, some of it will stick.) Not one game that tries to be all things to all people, and thus fails at being too rigid and too compromised in the attempt. Not unlimited games "supported" by options picked via wall flinging and casual editorial choice with the groups expected to piece it together. Rather, a handful of selected options that are then pursued thoughtfully. With a quality D&D, I should be able to run an old-school dungeon crawl, a 2E linear story, an event-based story, a stylized narrative, or a traditional sandbox--and the pieces more or less work. They might not work exactly the way I want without tweaking, and I might need to be selective on classes and magic systems and so forth, and I might even need to read some advice from the designers on how to do that, but I should at least be in the ballpark--without suddenly having wizards not working at all or rogues as after-thoughts or bards dominating one style and useless in another. We'll never get that with one main default, because the default dominates the thoughts of the designers too much. We don't even need to have all of those, but we do need at least two. [/QUOTE]
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Too many cooks (a DnDN retrospective)
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