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What is good for D&D as a game vs. what is good for the company that makes it
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<blockquote data-quote="Stormonu" data-source="post: 5701862" data-attributes="member: 52734"><p>It's not just WotC - the fans would be screaming at the tops of their lungs about the "lack of support".</p><p></p><p>I agree on this: a base rulebook, that is maybe repackaged every 5 years (i.e., new cover, interior art and review of the text), containing only updated errata and perhaps a few rules tweaks, should be the way to go. Of course, this may mean breaking the rulebooks out a bit more along the lines we see done with essentials (A rules compendium for the basic rules, then add-ons such as Heros of... for class/race rules, Monster books for the enemies, and modules for the adventures). Games Workshop seems to do this with their Rulebook/Codex revisions they roll out in a 5 year cycle, and I think D&D would benefit from this.</p><p></p><p>New editions primarily cause fractures when there's a major overhaul - either to the rules or to the fluff. When WotC tried to "fix" D&D with 4E, they essentially created a new game with a new fanbase. While the new version fixed lots of old outstanding issues and generated them new revenue from a brand that was beginning to putter out under 3E, I think they did substantial harm to the D&D community due to way they made changes.</p><p></p><p>To me, to keep D&D alive and strong two things need to happen:</p><p></p><p>1) Interest must be maintained. You have to entice new people to come into the hobby and play. This generally means getting young people into the game - whether in their teens or early twenties. Unfortunately, I've seen a lot of D&Der's who cringe at the thought of a 13 year old at their table - even though back in the heydays of the 80's with the Moldvay/Mentzer set, that was when D&D was a booming hobby as it picked up kids in that age demographic.</p><p></p><p>2) It's got to be fun (and quick) to play. In this day and age there is all kind of entertainment competing for our time. If D&D is difficult to learn, takes forever to play out and leaves the DM bald from pulling out his hair putting together adventures, this pastime is going to go nowhere quick. The wealth of options is great in both 3E/Pathfinder/4E for those who've been playing for a while and want to get deep into the system. But for a starting player, the size and thickness of the rulebooks is pretty daunting. There really needs to be an introductory product that gets you up and in the game in as little as 15 minutes - not two days later after you've sat down and weeded through even just the PHB.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5701862, member: 52734"] It's not just WotC - the fans would be screaming at the tops of their lungs about the "lack of support". I agree on this: a base rulebook, that is maybe repackaged every 5 years (i.e., new cover, interior art and review of the text), containing only updated errata and perhaps a few rules tweaks, should be the way to go. Of course, this may mean breaking the rulebooks out a bit more along the lines we see done with essentials (A rules compendium for the basic rules, then add-ons such as Heros of... for class/race rules, Monster books for the enemies, and modules for the adventures). Games Workshop seems to do this with their Rulebook/Codex revisions they roll out in a 5 year cycle, and I think D&D would benefit from this. New editions primarily cause fractures when there's a major overhaul - either to the rules or to the fluff. When WotC tried to "fix" D&D with 4E, they essentially created a new game with a new fanbase. While the new version fixed lots of old outstanding issues and generated them new revenue from a brand that was beginning to putter out under 3E, I think they did substantial harm to the D&D community due to way they made changes. To me, to keep D&D alive and strong two things need to happen: 1) Interest must be maintained. You have to entice new people to come into the hobby and play. This generally means getting young people into the game - whether in their teens or early twenties. Unfortunately, I've seen a lot of D&Der's who cringe at the thought of a 13 year old at their table - even though back in the heydays of the 80's with the Moldvay/Mentzer set, that was when D&D was a booming hobby as it picked up kids in that age demographic. 2) It's got to be fun (and quick) to play. In this day and age there is all kind of entertainment competing for our time. If D&D is difficult to learn, takes forever to play out and leaves the DM bald from pulling out his hair putting together adventures, this pastime is going to go nowhere quick. The wealth of options is great in both 3E/Pathfinder/4E for those who've been playing for a while and want to get deep into the system. But for a starting player, the size and thickness of the rulebooks is pretty daunting. There really needs to be an introductory product that gets you up and in the game in as little as 15 minutes - not two days later after you've sat down and weeded through even just the PHB. [/QUOTE]
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