Droogie
Explorer
This whole 'Vancian Sucks' thing is as tiresome now as the whole 'Hit Points' suck and 'Class Suck' debates. I agree with Somantus; must we have another thread about how D&D shouldn't be D&D?
I suppose we all have a different idea of what makes D&D feel like D&D. For me its classes, levels, some familiar races, and a 20 sided die.
Everything else is negotiable. For me, vancian magic is not what defines D&D, it just happens to be the magic system that it uses, and even when I started playing it back in the 80's I always saw room for improvement. For a game that pulls inspiration from so many sources, the magic system always struck me as overly...esoteric? Don't get me wrong, I understand the system just fine, but in typical early gygaxian fashion, it was not the most elegant game design.
Vancian magic is the modern system, just as hit points are. I spent six months or so playing World of Warcraft recently. It was D&D right down to its bones. The people that moved away from them thinking that they had really bright ideas, made game systems hardly anyone but us grognards remember. There are genera I would use something other than Vancian in, but they have different literary structures than high fantasy. Gandalf probably didn't use Vancian magic, but he used spells with the same pacing and purposes that a Vancian caster does in my games so that if you novelized the game and ignored the 'how' of the magic it would have the structure of the story. That's good enough for me.
I think you can have a system where magic feels special and rare that doesn't use a slot-based system where spell levels mean something different than character levels. I dislike the old-school D&D magic system from a mechanics viewpoint, not really a concept viewpoint.
As for why D&D is lagging behind fantasy video gaming in popularity, it's quite simple. For the DM, D&D is often a lot of work and will always be a lot of work. RPG's exploded in popularity as the only way to capture an experience like Skyrim that was available, but now that you can have Skyrim produced by a professional 'dungeon master' and a massive team of artists and illustrators, well naturally pen and paper has some stiff competition.
Agreed. The hobby has stiff competition these days. Continued refinement of the game is necessary to ensure that it is a game that enough people will want to play. Although I really do think you can design a game that isn't a ton of work to prep and still be robust enough for the hardcore.
For a game to work as a table top, it's got to be pretty darn elegant. Vancian Magic has stood that test. It's not merely the first system; it's the best for what a typical fantasy game is trying to accomplish. Nearly 30 years of gaming and I've never used a system that captured the classical literary nature of magic as well - rare, reserved, but earthshattering when unleashed. And if you don't agree that this works, that its time efficient in play, and that its fun to use, and comparitively balanced then build the alternative. A good 10 years spent trying to build your fantasy heartbreaker might serve as valuable perspective as well.
I think D&D succeeded in spite of its magic system (and other weird subsystems) not because of it. It sort of got carried along like eyes on a cave fish. D&D is popular mostly because it is the biggest brand name in tabletop RPGs, and serves as the gateway to the hobby for most.
However, if WotC really wants the next edition to please everyone, I have to concede that they have to have something "vance-like" in there, either as an optional system or a specific class that uses magic in that vancian way. At any rate, I do not envy anyone that works at WoTC right now.