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<blockquote data-quote="DinoInDisguise" data-source="post: 9766381" data-attributes="member: 7045806"><p>You say “if you can solve it without complexity, I’m listening.” But there is nothing to solve. There is nothing to fix. This is all intentional. It's intentional game design meant to be accessible to a broad market.</p><p></p><p>And then there is this issue, you can't solve it with complexity even if you wanted. Some people want tactical depth, some want cinematic power, some want a simple on-ramp. And than there are some others who want casters all the way down. So no matter what you do, there will be real people voicing real complaints about your path forward.</p><p></p><p>Draw Steel works because it isn’t trying to be D&D. Different target, different assumptions, different design goals. Colville is up front about that. He never was aiming at the broadest possible player base. He never cared if real people didn't like it. He even says in a recent video, directed at real people, play another system if Draw Steel isn't for you.</p><p></p><p>People point to these third parties, to independent publishers. They rave about their bravery, committing to their niche and embracing thematic rules and systems. Committing to things that WotC never would. Eviscerating the blandness that plagues D&D. But it all misses the intentionality of WotC's decisions. None of those other publishers are doing what WotC is. They can be complex, they can be deadly, they can appeal to small audiences. They can do these things because they aren't aiming at the same target.</p><p></p><p>Micah had a good thought here;</p><p></p><p></p><p></p><p>WotC left the complexity to third parties like Level up. This keeps them from having to commit, while letting them benefit from having the best of both worlds. It was the only way. The best path for WotC was to error on the side of simple, and let other publishers pick up the slack.</p><p></p><p>They get the benefits of a simpler game, while profiting off third parties adding complexity. WotC is doing an awful lot of winning in this set up.</p></blockquote><p></p>
[QUOTE="DinoInDisguise, post: 9766381, member: 7045806"] You say “if you can solve it without complexity, I’m listening.” But there is nothing to solve. There is nothing to fix. This is all intentional. It's intentional game design meant to be accessible to a broad market. And then there is this issue, you can't solve it with complexity even if you wanted. Some people want tactical depth, some want cinematic power, some want a simple on-ramp. And than there are some others who want casters all the way down. So no matter what you do, there will be real people voicing real complaints about your path forward. Draw Steel works because it isn’t trying to be D&D. Different target, different assumptions, different design goals. Colville is up front about that. He never was aiming at the broadest possible player base. He never cared if real people didn't like it. He even says in a recent video, directed at real people, play another system if Draw Steel isn't for you. People point to these third parties, to independent publishers. They rave about their bravery, committing to their niche and embracing thematic rules and systems. Committing to things that WotC never would. Eviscerating the blandness that plagues D&D. But it all misses the intentionality of WotC's decisions. None of those other publishers are doing what WotC is. They can be complex, they can be deadly, they can appeal to small audiences. They can do these things because they aren't aiming at the same target. Micah had a good thought here; WotC left the complexity to third parties like Level up. This keeps them from having to commit, while letting them benefit from having the best of both worlds. It was the only way. The best path for WotC was to error on the side of simple, and let other publishers pick up the slack. They get the benefits of a simpler game, while profiting off third parties adding complexity. WotC is doing an awful lot of winning in this set up. [/QUOTE]
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