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What is Quality?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8641882" data-attributes="member: 6790260"><p>When a poster responds to a good-faith attempt to analyze problems and point out difficulties with either, "I don't have that problem, so it's not a problem" or "It's clearly selling well, so it can't actually be a problem," it's pretty clearly that poster who is shutting down any potential conversation. They are trying to, as I said above, use the trivial effort of pointing to sales figures, rather than engaging in the difficult (and at least partially subjective) process of analysis.</p><p></p><p>Above, I gave my breakdown of the places where I think 5e has weak design. (Again, I want to stress the difference between <em>weak</em> design and <em>bad</em> design; the former is merely flawed, to some degree, while the latter is <em>unfixable</em> without radical change. 5e has little to no outright <em>bad</em> design. 3e was <em>chock-full</em> of outright bad design.) I also clarified that, regardless of my personal <em>feelings</em> about some of its mechanics, it is inarguable that they have useful characteristics which have contributed to its success. Its qualities (note the plural!) and practical applications, coupled with a favorable market, favorable social trends, tons of free advertising (Critical Role and other podcast games), brand recognition/loyalty, and solid production values collectively led to success. Those qualities played a meaningful part. But they did not <em>guarantee</em> success. </p><p></p><p>Likewise, the fact that that success <em>did</em> occur does not give us any meaningful information about <em>which</em> qualities contributed to its success. People have a tendency to treat games as though they were absolute, monolithic units that must either be thoroughly loved or thoroughly hated with nothing between. This is obviously foolish. Editions of D&D are large things, made of many parts, and it is the overall sum of characteristics that matters for sales in most cases. Even if the collective qualities of 5e <em>had</em> absolutely and exclusively determined 5e's success (that is, even if we could be 100% sure that 5e <em>solely</em> sold well because of quality), we could not reason from that to the claim that <em>absolutely every</em> part thereof necessarily contributed to that success. It could be that some characteristics weakened 5e's success, that it could have succeeded <em>dramatically more</em> than it actually did if its characteristics were <em>partially</em> different.</p><p></p><p></p><p>This part often gets overlooked by folks. D&D is often, and sometimes <em>literally</em>, the only game in town. Whatever D&D is, is often the only thing people <em>get</em> to play. I would absolutely love to find a solid, reliable, long-running 4e game. I did what I could to make one happen. My efforts failed. (Well, I <em>had</em> succeeded quite some time ago, but the DM had to stop running because of a major family upheaval, and the group never recovered. No subsequent attempt has succeeded beyond a month or two, despite my best efforts.) Hence, if I want any realistic shot at actually <em>playing</em> in a game,* I pretty much have to accept either 5e or some variant/descendant of 3e. So I have to advocate for the kinds of experiences I want to see, because if I don't, I pretty much guaranteed <em>won't</em> get them.</p><p></p><p>*Because no, telling me "well just RUN 4e then!" is not <em>even slightly</em> helpful.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8641882, member: 6790260"] When a poster responds to a good-faith attempt to analyze problems and point out difficulties with either, "I don't have that problem, so it's not a problem" or "It's clearly selling well, so it can't actually be a problem," it's pretty clearly that poster who is shutting down any potential conversation. They are trying to, as I said above, use the trivial effort of pointing to sales figures, rather than engaging in the difficult (and at least partially subjective) process of analysis. Above, I gave my breakdown of the places where I think 5e has weak design. (Again, I want to stress the difference between [I]weak[/I] design and [I]bad[/I] design; the former is merely flawed, to some degree, while the latter is [I]unfixable[/I] without radical change. 5e has little to no outright [I]bad[/I] design. 3e was [I]chock-full[/I] of outright bad design.) I also clarified that, regardless of my personal [I]feelings[/I] about some of its mechanics, it is inarguable that they have useful characteristics which have contributed to its success. Its qualities (note the plural!) and practical applications, coupled with a favorable market, favorable social trends, tons of free advertising (Critical Role and other podcast games), brand recognition/loyalty, and solid production values collectively led to success. Those qualities played a meaningful part. But they did not [I]guarantee[/I] success. Likewise, the fact that that success [I]did[/I] occur does not give us any meaningful information about [I]which[/I] qualities contributed to its success. People have a tendency to treat games as though they were absolute, monolithic units that must either be thoroughly loved or thoroughly hated with nothing between. This is obviously foolish. Editions of D&D are large things, made of many parts, and it is the overall sum of characteristics that matters for sales in most cases. Even if the collective qualities of 5e [I]had[/I] absolutely and exclusively determined 5e's success (that is, even if we could be 100% sure that 5e [I]solely[/I] sold well because of quality), we could not reason from that to the claim that [I]absolutely every[/I] part thereof necessarily contributed to that success. It could be that some characteristics weakened 5e's success, that it could have succeeded [I]dramatically more[/I] than it actually did if its characteristics were [I]partially[/I] different. This part often gets overlooked by folks. D&D is often, and sometimes [I]literally[/I], the only game in town. Whatever D&D is, is often the only thing people [I]get[/I] to play. I would absolutely love to find a solid, reliable, long-running 4e game. I did what I could to make one happen. My efforts failed. (Well, I [I]had[/I] succeeded quite some time ago, but the DM had to stop running because of a major family upheaval, and the group never recovered. No subsequent attempt has succeeded beyond a month or two, despite my best efforts.) Hence, if I want any realistic shot at actually [I]playing[/I] in a game,* I pretty much have to accept either 5e or some variant/descendant of 3e. So I have to advocate for the kinds of experiences I want to see, because if I don't, I pretty much guaranteed [I]won't[/I] get them. *Because no, telling me "well just RUN 4e then!" is not [I]even slightly[/I] helpful. [/QUOTE]
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