JVisgaitis
Explorer
WizarDru said:You want more? I can get more.
I'm intrigued. Lay it on me...
WizarDru said:You want more? I can get more.
Pilsnerquest said:VTT's (virtual tabletops) will devour the gaming scene.
Pilsnerquest
Howdy again, U_K.Upper_Krust said:Hi Wolv0rine!![]()
Wolv0rine said:Since when has complexity choked and inhibited anything from gathering new interested people?
I'll come right out and state that as a gamer I'm unusual, from the beginning of my gaming career to the present. That being said, I have never once walked into a game shop and had a game demonstrated to me. More to the point, I've never even heard of a RPG being demonstrated to someone (with the exception of "They're playing it over there, you can go watch if you want"). So I just don't get the "They can't demo it in a few minutes" thing.Upper_Krust said:When they (meaning new or casual gamers) go into a shop and can't have the game demonstrated within a few minutes of their time.
Or when someone new to the game finds that theres a recommended 960 pages just to get you started.
Hmm, I presume that guesstimate is referring to relatively recent/modern gamers, since if you go back into the gronards that's how pretty much everyone started.Upper_Krust said:Someone could have an interest in Lord of the Rings or Harry Potter and never be turned on to Dungeons & Dragons simply because you really need to be indoctrinated into D&D. I'd guesstimate maybe 1 in 10 players started without joining an existing group or someone who already knew how to play.
Wolv0rine said:I cannot agree that just because RPGs are a niche product that appeals to a limited sub-set of the population that it must become less complex to continue. On what are we basing our thoughts that if we make it easier and easier for someone with only a passing glimmer of interest and a 3rd grade reading level to understand that the gamer base will grow? Hopeful thinking
So basically, in your own weird way, you're trying to make D&D more and more of a "Rules Light" system? While I'll agree that has it's proponents, the gamers I've known have been trying to make it a more (coherently) Rules Heavy system since 1E, because it's abstractions are just too abstract. So I guess that boils down to "That's just not even vaguely to my gaming taste".Upper_Krust said:Thats not what I am saying at all. I'm more interested in boiling the rpg experience down to the fundamentals, rather than imposing a lot of the minutiae and paperwork. I think that will make it a lot more accessible.
I don't think I was going off on a tangent. I was talking about the difference between the dense forests of text that Gygax used when writing the 1E books vs. the Diet Coke text used in the 3E/3.5E books. While the rules have gotten more numerous and interlocked, the books have continued to be written more and more dumbed down. This is a very overt sign, and I don't personally feel like it's a very promising one. Not only are we (largely justifiably, I'm sorry to say) assuming that the generations that follow us are weaker on attention span and applied intelligence, but we are both encouraging and empowering that trend when we throw our hands in the air and cry "If we don't, they're just ignore us!"Upper_Krust said:I think you are going off on a tangent. Its not about the complexity of the individual components, rather that there are too many components wasting time with minutiae and paperwork.
Its like why have 100 moving parts when you can build something which does the same job with 25 parts. Occam's Razor and all that. There are too many moving parts to make D&D time economical.
While I am (even if it may not seem like it) a proponent of simple rules (IF they are also functional, flexible, and elegant), that just seems like an over-simplified, over-abstracted take on game mechanics to me. You've lost flexibility, and limited the use and scope of skills in the game with something like that.Upper_Krust said:I think the current rules Re: Skills are far too time consuming, self-referential and the minutia of it is bordering on the banal.
Personally I would design something much, much simpler.
Ability Score Checks + class level (if its a skill relevant to that class) against the DC.
Wolv0rine said:Plot out the fun to complexity graph and target the game where fun peaks? I’m sorry, I know that’s intended to come across as responsibly proactive and well-meaning and all, but that line of text in and of itself just seems to kind of want to suck ‘fun’ into it like a black hole.
It's possible, maybe even very possible, that market research has been done on the matter, I strongly propose that it's a subject that cannot be market researched, being a variable that tends to shift, fluxtuate, and even change in the transition from experience to the telling. It's the old "Tighten your grip, sand slips through your fingers" sort of thing, I believe.Upper_Krust said:Heh heh!
Okay, I was shooting in the dark there, but I am sure someone out there probably has done market research along those lines.
For ME, yes 3E is more fun than 1E. While 3E is by far not the game that I would have written before 3E was released, I immedaitely saw that the 3E system was close enough to a mountain of rules changes that I had been working on implimenting atop 1E (Yes I mostly skipped 2E as "That bastard retarded child of AD&D") since 1990 (a mountain so high I had dropped the idea of making them changes to AD&D and spent nearly a decade in slowly creating an entire new game system built around them in my spare time) that I could accept it and be able to twist it and add to it, instead of lopping off entire swaths of it as making no logical sense to me. BD&D and 1E is the girl I fell in love with, but 3E was the woman she grew up to be that I could entertain the idea of marrying.Upper_Krust said:I think I am comparing it to previous editions. Is 3rd Edition more 'fun' that 1st Edition - I think they are probably about the same (when you are playing that is). But in terms of minutiae that just gets in the way, 3rd Edition is far more complex in terms of the number of 'moving parts'. Which means that when you or I go to construct our own PCs, NPCs, Monsters (etc.) it takes much, much longer.
I won't argue with you on the weaknesses of the spell lists. Those bug me too. Although the seperation of Arcane and Divine spell lists is, I feel, a must. But 1 Arcane list, and 1 Divine list should be sufficient.Upper_Krust said:I think thats just a minor excuse, but the real issue is the time consumption of minutiae, versus the time spent actually 'playing'. Skills, feats, potential laundry lists of items, spells.
I mean even looking at spells for a moment. Why not just have the same spell allocation table for every class? (Bard progression 2/3, Paladin 1/2 etc).
So great, we need a GOOD "BASIC 3E D&D". Just because we don't have one doesn't mean we need to redefine D&D from the basement up.Upper_Krust said:I'm not saying 3.5 should just go away, but simply that a 4th Edition in the vein of 3.5 won't be anywhere near as successful as 3/3.5.
Wolv0rine said:Just what exactly am I afraid of? Well, do you recognize the difference between playing a game of D&D and deciding to use minis, and playing a mini game that’s called D&D?
Heh-heh.Upper_Krust said:Yes, semantics.![]()
No, you've fallen victim to WotC's PR. The game doesn't revolve around minis. The game tries very hard to make you think that it revolves around minis by using 'squares' instead of 'inches' or 'feet'. But we know that 1sq=5ft. I don't even really read "5 squares", I see "25 feet". Honestly, I have never once, in all my years of gaming, played in a game where minis were used. Not once, ever. Closest I've come it some impromptu items set up in a basic "Okay, the ogres are over here, kinda like this, and you guys are here. There's a wall here, blocking your view like this much". No battlemat, no board, no measurements, no minis.Upper_Krust said:The game already revolves around minis and a board (or at least the acknowledgement of a grid/squares). Go take a look at the Combat chapter in the PHB.
I'm in favor of online versions, too. NWN and DDO are great. I don't have a computer new or strong enough to play DDO (or the money for it) but I still have NWN and I still enjoy it. But if D&D 4E was NWN, D&D4E would have lost my business and most everyone else's I know.Upper_Krust said:I am in favour of online versions (a number of my friends have been raving about X-box live), and I think software utilities could certainly prove useful.
But how is an online version any different (in terms of strategy) to the boardgame approach. Both are moving away from the hardback supplement business model, which is something I don't see working again with another Edition.
I take it from your collected posts so far that by "the same approach" you mean "Books", and that's mind boggling because nearly as long as books have been published there have been claims that something was just about to make them obsolete. And so far, that's not even a realistic possability. Now game shops, those are on the way out, but they've been slowly on the way out since at least 1987. I remember previously successful game shops just closing one day that far back because they couldn't hold their business together on the business they were getting. And that was before the Internet came along and gave us Internet Publishing.Upper_Krust said:I think if the next Edition of D&D continues with the same approach the audience will continue to dwindle.
Wolv0rine said:Yes, there is an uphill battle in getting new gamers interested in D&D (or RPGs in general) against more visually arresting and instant-gratification providing activities. But the question remains, at what point do we draw the line and say “I am willing to push the game this far, even though by pushing it this distance it is no longer the game I began pushing?”
2E managed to sell retreads of the same stuff just fine. 3E managed to sell retreads of the same thing dandily. 3.5E even managed to do it. Why shouldn't 4E be able to? Especially if the rules system includes (or is built around) enough significant changes that the material in those books prospers from an update to reflect the new, different way things are done that apply to those topics? It's been done again and again. But you still have to have that mark in the sand that says "Pas this point, you hold something different than what you carried over it", and must decide if coming out the other end with an apple when you went in to save your orange was worth it.Upper_Krust said:I think that point is right now. Simply because I don't see a pen & paper based 4th Edition selling retreads of all the 3rd Edition books. Which means what the heck are you going to do after the PHB, DMG and MM. Are WotC going to try and sell me another Manual of the Planes or Forgotten Realms campaign setting? How are those things going to be markedly different enough to interest people this time around?
If I were WotC I would have made every foray into attacking the mass market (and knowing full wll going in that the discernable results would make baby jesus cry a little) in as many ways as possible, but I would (and still would continue to) attack that mass market with the product I was trying to interest them in in the first place.Upper_Krust said:If I were WotC I would continue to support 3.5 but I would also attack the mass market with the simpler more visceral, collectible approach of the boardgame, as well as try to make strides into the online sector.
U_K, mate, you have just done a wonderful job of selling me on Heroquest, which is in pretty much EVERY way the game you just tried to sell us. Actually, going only on what you posted here, you are in EVERY way selling HeroQuest. And you know, I bought HeroQuest about 14 years ago. Still have it, plus 1 expansion set, somewhere. Haven't touched it in at least a decade.Upper Krust said:So then what is the incentive to buy the Manual of the Planes, Hordes of the Abyss, Frostburn supplements as opposed to say an Abyss boardgame supplement or a Frozen Waste boardgame supplement?
I have been contemplating the ideas of flexibility within the boardgame format and there are a number of things you can do. The first of which is, as you say have a blank board, or, more specifically a gridded tablecloth (possibly themed to the particular boxed set).
Also if the game has the room/corridor sections handled individually (rather than all in big 12 x 12 boards) then there is far more flexibility in the setup. Remember the pieces can be reversible, so you have double the amount of options.
So if you need an outdoor section, use the tablecloth grid, if you need an indoor structure, that can be easily assembled using the room/corridor pieces.
So even with a basic setup of tablecloth grid, rooms and corridors you can construct an unbelievable number of different setups and adventures.
Each new boxed set could cover different themes so maybe start with the basic Sewers/Dungeon and then Island/Volcanic Temple, Forest/Wizards Tower, Village/Vampire Castle, Sunken Caverns/Pirate Ship.
Dungeon Magazine would be great, they could include maybe a 'page' of new rooms/corridors each issue on top of new adventures/layouts and so forth.
Flexor the Mighty! said:Hello Upper_Krust!
Flexor the Mighty! said:Well with the MOP I have a guide to a huge environment that I will modify to fit my game, or maybe use wholesale. It doesn't say "These 20 squares are the Abyss and this is what they look like and contain." It gives me a framework to let my imagination loose upon, or ignore compeltely. I can make up my own Abyss and have it drop seamlessly into the game system too.
Flexor the Mighty! said:Why have a board at all in that case? Isn't a cool part of a good boardgame excellent board art? A blank board requiring players to imagine what is on it seems to miss the point of a board game to me.
Flexor the Mighty! said:You are still limited in what you can do, since you have x number of tiles that can only be assemlbed x number of ways.
Flexor the Mighty! said:Yet in the end the dungeons looks the same with the same feel and textures since you have 1 or 2 "styles" of tile that are supposed to look together. Every dungeon looks the same in the end, the rooms are just arranged differently.
Flexor the Mighty! said:This could help remove the sameness of the tiles, and start to cost a bit of cash too. "Hey I want to run a dungeon in a black stone ancient temple...man that set is 39.99 so I better stick with the generic dungeon."
Flexor the Mighty! said:Sure, I don't say they aren't flexible, but they are not nearly as flexible as my imagination. Heck we used to tweak the heck out of Talisman making up new cards and characters and all that stuff, but it could never come close to the varitey of play we got from D&D.
Flexor the Mighty! said:Do you think what you are discussing would be a richer gameplay experience than a well run RPG session as they are done now using only the imaginations of the players?
Wolv0rine said:Howdy again, U_K.![]()
Wolv0rine said:I'll come right out and state that as a gamer I'm unusual, from the beginning of my gaming career to the present. That being said, I have never once walked into a game shop and had a game demonstrated to me. More to the point, I've never even heard of a RPG being demonstrated to someone (with the exception of "They're playing it over there, you can go watch if you want"). So I just don't get the "They can't demo it in a few minutes" thing.
Wolv0rine said:And see, if you tell ANYONE there's a recommended 960 pages of reading just to get started they'll turn green and walk away in a hurry. And really, there's nothing like that needed, and they shouldn't be made to feel there is.
Wolv0rine said:They're a new player, they need (presuming the optimal situation of having joined a group) to read the racial descriptions and class descriptions.
Wolv0rine said:Someone explains in summary the rough idea of the skills system and walks them through it, the same with the feats, help them pick some equipment, and throw them to the Worgs.![]()
Wolv0rine said:In oddball situations like mine (where I got involved in D&D in complete isolation, and didn't meet other gamers for nearly 10 years afterwards), well then the reading of the books is a hobby that grows into a fascination, and there's no 960 pages to read to prepare, you're reading.
Wolv0rine said:That falls into the same category as "There's like XXX friggin thousand pages if you want to even catch up with the Harry Potter series, and if you want to even get the gist of LotR, there's pages enough to fill an encyclopedia". You don't care, you're there to read it.
Wolv0rine said:Hmm, I presume that guesstimate is referring to relatively recent/modern gamers, since if you go back into the gronards that's how pretty much everyone started.
That being the case... that could well be. Then again D&D has always (save for the early gamers) been that way.
Wolv0rine said:So basically, in your own weird way, you're trying to make D&D more and more of a "Rules Light" system? While I'll agree that has it's proponents, the gamers I've known have been trying to make it a more (coherently) Rules Heavy system since 1E, because it's abstractions are just too abstract. So I guess that boils down to "That's just not even vaguely to my gaming taste".
Wolv0rine said:I don't think I was going off on a tangent. I was talking about the difference between the dense forests of text that Gygax used when writing the 1E books vs. the Diet Coke text used in the 3E/3.5E books. While the rules have gotten more numerous and interlocked, the books have continued to be written more and more dumbed down. This is a very overt sign, and I don't personally feel like it's a very promising one. Not only are we (largely justifiably, I'm sorry to say) assuming that the generations that follow us are weaker on attention span and applied intelligence, but we are both encouraging and empowering that trend when we throw our hands in the air and cry "If we don't, they're just ignore us!"
The point being, and I admit from step one that it's a very gronard, 'old guy' point, is that WE waded through dense, obscurely worded verbosity in the books we learned to game in, and when we didn't know a word we went and learned it. And we grew more learned from the experience. While I won't claim that today's youth have what it takes to do that, I think it's damaging to continue to lower the bar again and again. That's both a gamer POV and a parental POV.
Wolv0rine said:While I am (even if it may not seem like it) a proponent of simple rules (IF they are also functional, flexible, and elegant), that just seems like an over-simplified, over-abstracted take on game mechanics to me. You've lost flexibility, and limited the use and scope of skills in the game with something like that.
Wolv0rine said:It's possible, maybe even very possible, that market research has been done on the matter, I strongly propose that it's a subject that cannot be market researched, being a variable that tends to shift, fluxtuate, and even change in the transition from experience to the telling. It's the old "Tighten your grip, sand slips through your fingers" sort of thing, I believe.
Wolv0rine said:For ME, yes 3E is more fun than 1E. While 3E is by far not the game that I would have written before 3E was released, I immedaitely saw that the 3E system was close enough to a mountain of rules changes that I had been working on implimenting atop 1E (Yes I mostly skipped 2E as "That bastard retarded child of AD&D")
Wolv0rine said:since 1990 (a mountain so high I had dropped the idea of making them changes to AD&D and spent nearly a decade in slowly creating an entire new game system built around them in my spare time) that I could accept it and be able to twist it and add to it, instead of lopping off entire swaths of it as making no logical sense to me. BD&D and 1E is the girl I fell in love with, but 3E was the woman she grew up to be that I could entertain the idea of marrying.
Wolv0rine said:And, being the sort of gamer who does spend idle time making PCs, monsters, PrCs, spells, and all manner of things I have a huge chance of never usng, just for fun, yeah I still enjoy doing that.
Wolv0rine said:I hate statblocks as much or more than the next guy, but I mean really even if I saw $100 spring to life in my bank account every time I did one I'd still wish it was as easy as the 1E approach of "4 orcs, hp: 5, 8, 6, 6". And yes, a 3E statblock could be easily done in that vein. It just isn't because we want to treat DMs as lazy.![]()
Wolv0rine said:I won't argue with you on the weaknesses of the spell lists. Those bug me too. Although the seperation of Arcane and Divine spell lists is, I feel, a must. But 1 Arcane list, and 1 Divine list should be sufficient.
Wolv0rine said:So great, we need a GOOD "BASIC 3E D&D". Just because we don't have one doesn't mean we need to redefine D&D from the basement up.
Wolv0rine said:Heh-heh.
But no, it's not semantics. If I have half a turkey, some pasta, a plate of ginger cookies, brown mustard, and salsa and corn chips I have a number of choices about what to do for dinner. If I have that list and am under the restriction that I must use all of these items to make my meal, I am no longer a happy man. It's the same thing. If I CAN use Minis (or not), that's peachy. If I can't play unless I use minis, then the game is no longer the same game.
Wolv0rine said:No, you've fallen victim to WotC's PR.
Wolv0rine said:The game doesn't revolve around minis. The game tries very hard to make you think that it revolves around minis by using 'squares' instead of 'inches' or 'feet'. But we know that 1sq=5ft. I don't even really read "5 squares", I see "25 feet". Honestly, I have never once, in all my years of gaming, played in a game where minis were used. Not once, ever. Closest I've come it some impromptu items set up in a basic "Okay, the ogres are over here, kinda like this, and you guys are here. There's a wall here, blocking your view like this much". No battlemat, no board, no measurements, no minis.
And I really like it that way. Visual aids can be Thesometimes, but I don't want a "move my piece" RPG.
Wolv0rine said:I'm in favor of online versions, too. NWN and DDO are great. I don't have a computer new or strong enough to play DDO (or the money for it) but I still have NWN and I still enjoy it. But if D&D 4E was NWN, D&D4E would have lost my business and most everyone else's I know.
Wolv0rine said:The online apprach requires certain things from a user that a board game doesn't. System Requirements being a not-small one of those.
While it's fine and grand to say "Practically everyone has or can afford a computer that can meet the requirements", that's like saying "Practically everyone can use sanguine in a sentance, or spell Existentialism". It's fine because obviously You can, but you don't know how many others can, really. I've been trying to manage to upgrade my computer for over 6 years because it's over 10 years old. I still haven't gotten the money together to do it. My system is pressed to it's limit to play Baldur's Gate 2, still, and I have to use my partner's computer to run NWN. Some people can't afford to upgrade TO the New Thing is what I'm saying, and you lose those people when you go to something that requires them to do it.
Wolv0rine said:I take it from your collected posts so far that by "the same approach" you mean "Books", and that's mind boggling because nearly as long as books have been published there have been claims that something was just about to make them obsolete. And so far, that's not even a realistic possability.
Wolv0rine said:Now game shops, those are on the way out, but they've been slowly on the way out since at least 1987. I remember previously successful game shops just closing one day that far back because they couldn't hold their business together on the business they were getting. And that was before the Internet came along and gave us Internet Publishing.
Wolv0rine said:So yes, the way gamers meet and gather and gossip and all that previously game shop stuff will likely have to change. Luckily for us, it slowly has been changing, moving to the internet.
Wolv0rine said:2E managed to sell retreads of the same stuff just fine. 3E managed to sell retreads of the same thing dandily. 3.5E even managed to do it. Why shouldn't 4E be able to?
Wolv0rine said:Especially if the rules system includes (or is built around) enough significant changes that the material in those books prospers from an update to reflect the new, different way things are done that apply to those topics? It's been done again and again. But you still have to have that mark in the sand that says "Pas this point, you hold something different than what you carried over it", and must decide if coming out the other end with an apple when you went in to save your orange was worth it.
Wolv0rine said:If I were WotC I would have made every foray into attacking the mass market (and knowing full wll going in that the discernable results would make baby jesus cry a little) in as many ways as possible, but I would (and still would continue to) attack that mass market with the product I was trying to interest them in in the first place.
Wolv0rine said:U_K, mate, you have just done a wonderful job of selling me on Heroquest, which is in pretty much EVERY way the game you just tried to sell us. Actually, going only on what you posted here, you are in EVERY way selling HeroQuest. And you know, I bought HeroQuest about 14 years ago. Still have it, plus 1 expansion set, somewhere.
Wolv0rine said:Haven't touched it in at least a decade.
Wolv0rine said:But HeroQuest DOES always remind me that there was at one point a company that managed to provide me with a good number and assortment of plastic minis, PLUS an endlessly configurable board, PLUS configuration flats, PLUS room decoration pieces (doors, weapons racks, torture devices, a vanity, a chest of drawers, etc),
Wolv0rine said:managed to tell me all I reasonably needed to know about what pieces I was buying in that box (read: NO RANDOMIZATION), PLUS a fully-playable set of game rules... all for like $20-$25 or so. And THAT, more than anything else I've read so far, shots Merrick's "Laws of Minis" straight through the forehead for MY money.![]()
Wolv0rine said:But in the end, HeroQuest is NOT D&D, and should never be made to try to be.