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What would it take for 4E to win over the old guard? (Forked Thread: Changeover Poll)
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<blockquote data-quote="FireLance" data-source="post: 4612063" data-attributes="member: 3424"><p>Well, 4E has won me over, and I've played every edition of D&D since Basic D&D over the last almost 25 years. I wouldn't say that it's perfect though, so I didn't vote for any of the options.</p><p></p><p>I believe that WotC didn't ignore the old guard, or if they did ignore some of them, it was because they were listening to the rest of them. WotC didn't fracture the fanbase. The fanbase was already fractured in the first place. We may have been using more or less the same rules, but we were using them for almost entirely different purposes. Just take a look at all the different opinions on practically every aspect of the game expressed on ENWorld over the last eight years: rare magic vs. common magic, high fantasy vs. low fantasy, deep immersion role-playing vs. kick in the door style gaming, mysterious, unpredictable magic vs. magic as technology, player ability vs. character ability, careful accounting vs. hand-waving, authoritarian DM style vs. accomodating DM style, wizards should be all-powerful vs. wizards should be balanced with other characters, balance over the encounter vs. balance over the day vs. balance over the campaign vs. lack of balance is more interesting, save or die is good vs. save or die is bad, the need for a real threat of character death vs. the threat of character death is not necessary, magic items should never be bought and sold vs. buying or selling a magic item is an adventure or challenge in itself vs. buying or selling a magic item can be handwaved and assumed to take place in the background, fluff in gaming products vs. crunch in gaming products, heroism should be valued over pragmatism vs. pragmatism should be valued over heroism, and medieval Europe-centric settings vs. kitchen sink settings, just to name a few.</p><p></p><p>4E does come down more squarely on certain ends of the continuum of gamer preferences, and as a result, <em>some</em> of the old guard, whose preferences lie on the other ends of the continuum, have simply decided not to switch. On the other hand, <em>others</em> of the old guard, some of whom enjoyed playing 3E, but find 4E more to their liking, and others who did not adopt 3E because they felt it was at the other end of the continuum of gamer preferences for them, have been won over by 4E. There is possibly some sweet spot where marginal gain of new players + marginal retention of old players is maximized, but I haven't the foggiest idea where it could be.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4612063, member: 3424"] Well, 4E has won me over, and I've played every edition of D&D since Basic D&D over the last almost 25 years. I wouldn't say that it's perfect though, so I didn't vote for any of the options. I believe that WotC didn't ignore the old guard, or if they did ignore some of them, it was because they were listening to the rest of them. WotC didn't fracture the fanbase. The fanbase was already fractured in the first place. We may have been using more or less the same rules, but we were using them for almost entirely different purposes. Just take a look at all the different opinions on practically every aspect of the game expressed on ENWorld over the last eight years: rare magic vs. common magic, high fantasy vs. low fantasy, deep immersion role-playing vs. kick in the door style gaming, mysterious, unpredictable magic vs. magic as technology, player ability vs. character ability, careful accounting vs. hand-waving, authoritarian DM style vs. accomodating DM style, wizards should be all-powerful vs. wizards should be balanced with other characters, balance over the encounter vs. balance over the day vs. balance over the campaign vs. lack of balance is more interesting, save or die is good vs. save or die is bad, the need for a real threat of character death vs. the threat of character death is not necessary, magic items should never be bought and sold vs. buying or selling a magic item is an adventure or challenge in itself vs. buying or selling a magic item can be handwaved and assumed to take place in the background, fluff in gaming products vs. crunch in gaming products, heroism should be valued over pragmatism vs. pragmatism should be valued over heroism, and medieval Europe-centric settings vs. kitchen sink settings, just to name a few. 4E does come down more squarely on certain ends of the continuum of gamer preferences, and as a result, [I]some[/I] of the old guard, whose preferences lie on the other ends of the continuum, have simply decided not to switch. On the other hand, [I]others[/I] of the old guard, some of whom enjoyed playing 3E, but find 4E more to their liking, and others who did not adopt 3E because they felt it was at the other end of the continuum of gamer preferences for them, have been won over by 4E. There is possibly some sweet spot where marginal gain of new players + marginal retention of old players is maximized, but I haven't the foggiest idea where it could be. [/QUOTE]
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