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Vor-Rukoth
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<blockquote data-quote="D'karr" data-source="post: 6513310" data-attributes="member: 336"><p>Being the lead designer is actually a good place for him to be. As long as you have a very good developer in the back end making sure the ideas are solid.</p><p></p><p>My experience with Mearls is conflicted and quite bittersweet. His Iron Heroes rework of 3e had some inspired ideas that never got fully developed. With 4e, I loved the quick and brutal Return to the Moathouse that he did for Origins 2008. Then I loathed KotS for how it took a really awesome system and completely presented it in its worst light, and his hit parade continued with Thunderspire. And I've had some choice words to say about his characterization of some of the mechanics of 4e. At times I have really wished he would rather stay silent and look dumb than open his mouth and confirm it. He, IMO, was the worst spokesman for any game system. So I agree with your sentiment of him being a great idea guy, but leaving things unfinished. With 4e I'm not sure if it was willful ignorance or he really did not get the power and flexibility inherent in the system. I think he really made things more difficult than they had to be, rigid if you will.</p><p></p><p>As for Vor-Rukoth I agree that the product is ALMOST there. However, for me that works to my advantage, which is why I like the product. I grew up with products like this from TSR. Products that gave you a small idea, and then left you to go and develop it to your satisfaction. This product is more detailed than what TSR provided in modules in some respects, so I liked how I could use it. Then it left some areas very undetailed, unlike TSR modules. This product kind of straddled the fence quite a bit. It's not an adventure, and it's almost a campaign booster. Both Hammerfast and VR gave me that sense of "let's see what can I grow this into", and it worked well for me.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6513310, member: 336"] Being the lead designer is actually a good place for him to be. As long as you have a very good developer in the back end making sure the ideas are solid. My experience with Mearls is conflicted and quite bittersweet. His Iron Heroes rework of 3e had some inspired ideas that never got fully developed. With 4e, I loved the quick and brutal Return to the Moathouse that he did for Origins 2008. Then I loathed KotS for how it took a really awesome system and completely presented it in its worst light, and his hit parade continued with Thunderspire. And I've had some choice words to say about his characterization of some of the mechanics of 4e. At times I have really wished he would rather stay silent and look dumb than open his mouth and confirm it. He, IMO, was the worst spokesman for any game system. So I agree with your sentiment of him being a great idea guy, but leaving things unfinished. With 4e I'm not sure if it was willful ignorance or he really did not get the power and flexibility inherent in the system. I think he really made things more difficult than they had to be, rigid if you will. As for Vor-Rukoth I agree that the product is ALMOST there. However, for me that works to my advantage, which is why I like the product. I grew up with products like this from TSR. Products that gave you a small idea, and then left you to go and develop it to your satisfaction. This product is more detailed than what TSR provided in modules in some respects, so I liked how I could use it. Then it left some areas very undetailed, unlike TSR modules. This product kind of straddled the fence quite a bit. It's not an adventure, and it's almost a campaign booster. Both Hammerfast and VR gave me that sense of "let's see what can I grow this into", and it worked well for me. [/QUOTE]
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