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What If 5E Becomes a Single-Edition-Pleaser?
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<blockquote data-quote="Croesus" data-source="post: 5778328" data-attributes="member: 35019"><p>Which is one reason why I don't believe pleasing us should be their primary goal. IMNSHO, they should have the following design priniciples:</p><p></p><p>1. The game should feel like D&D, which means keeping a number of sacred cows. By all means, they should streamline those elements to improve the play experience, but at its core, the game has to have the right feel.</p><p></p><p>2. The core game should be simple enough that new players, without an experienced player as a teacher, can learn and play the game. Additional complexity to satisfy us grognards can be optional/modular.</p><p></p><p>3. Related to point 2, keep the core rules short, simple, focused on playing the game. Playing is what hooks new players. Once someone is hooked, then the optional rules for intricate builds can be added. Once someone is hooked, then try to sell them the huge multi-hundred page advanced rulebooks. </p><p></p><p>We all realize that this is a very small niche hobby. And it has been steadily shrinking since the 3.x heydays. The smaller this niche, the harder it is to find players, the more the niche shrinks. WOTC needs to focus on the new folks, while keeping the game true to its roots. </p><p></p><p>If they focus on these elements, I firmly believe most of us who've played the game for years (decades) will enjoy the game. If, on the other hand, they focus only on pleasing us old-timers, I also firmly believe they'll just produce another 4E - something that appeals to a fraction of the current base.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5778328, member: 35019"] Which is one reason why I don't believe pleasing us should be their primary goal. IMNSHO, they should have the following design priniciples: 1. The game should feel like D&D, which means keeping a number of sacred cows. By all means, they should streamline those elements to improve the play experience, but at its core, the game has to have the right feel. 2. The core game should be simple enough that new players, without an experienced player as a teacher, can learn and play the game. Additional complexity to satisfy us grognards can be optional/modular. 3. Related to point 2, keep the core rules short, simple, focused on playing the game. Playing is what hooks new players. Once someone is hooked, then the optional rules for intricate builds can be added. Once someone is hooked, then try to sell them the huge multi-hundred page advanced rulebooks. We all realize that this is a very small niche hobby. And it has been steadily shrinking since the 3.x heydays. The smaller this niche, the harder it is to find players, the more the niche shrinks. WOTC needs to focus on the new folks, while keeping the game true to its roots. If they focus on these elements, I firmly believe most of us who've played the game for years (decades) will enjoy the game. If, on the other hand, they focus only on pleasing us old-timers, I also firmly believe they'll just produce another 4E - something that appeals to a fraction of the current base. [/QUOTE]
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