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When did I stop being WotC's target audience?
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<blockquote data-quote="Stormtower" data-source="post: 4524407" data-attributes="member: 43631"><p>I know how you are feeling. To me, 3.5E is also "D&D done right," despite its warts (which I am in the process of houseruling away, little by little with my magical rules-emery-board). </p><p></p><p>However, 4E is a really solid game in its own right. It's versatile enough to run as a homebrew (see pg. 42 and the general attitude of empowering the DM to make stuff up on the fly, quickly and easily), but it's balanced enough to make it the best edition ever for RPGA/organized style play.</p><p></p><p>When you say new, 4E-exclusive players won't know what they're missing, I say in return: it's up to us as DMs, as the torchbearers of pre-4E D&D culture (whatever that may mean to you individually, it's cool with me) to help new players who are brought on board by 4E to understand the game's roots and not allow the RP traditions and imaginative storytelling parts of the game to die off. 4E can be a heavily tactical boardgame-style kill fest, it can be a sublime RP experience (IMO this part is system-independent), or it can be a hybrid. </p><p></p><p>Existing hobbyists who want to help provide direction to D&D, IMO, have a responsibility to define the game and its culture to new hobbyists. One way to do this is recruit new players and teach them about the roots of the game, while also exploring the new directions that 4E takes the game.</p><p></p><p>There's nothing to fear here. D&D never dies as long as people are playing their edition of choice, expanding our hobby into new social circles, and helping define the culture of the game one interaction at a time.</p></blockquote><p></p>
[QUOTE="Stormtower, post: 4524407, member: 43631"] I know how you are feeling. To me, 3.5E is also "D&D done right," despite its warts (which I am in the process of houseruling away, little by little with my magical rules-emery-board). However, 4E is a really solid game in its own right. It's versatile enough to run as a homebrew (see pg. 42 and the general attitude of empowering the DM to make stuff up on the fly, quickly and easily), but it's balanced enough to make it the best edition ever for RPGA/organized style play. When you say new, 4E-exclusive players won't know what they're missing, I say in return: it's up to us as DMs, as the torchbearers of pre-4E D&D culture (whatever that may mean to you individually, it's cool with me) to help new players who are brought on board by 4E to understand the game's roots and not allow the RP traditions and imaginative storytelling parts of the game to die off. 4E can be a heavily tactical boardgame-style kill fest, it can be a sublime RP experience (IMO this part is system-independent), or it can be a hybrid. Existing hobbyists who want to help provide direction to D&D, IMO, have a responsibility to define the game and its culture to new hobbyists. One way to do this is recruit new players and teach them about the roots of the game, while also exploring the new directions that 4E takes the game. There's nothing to fear here. D&D never dies as long as people are playing their edition of choice, expanding our hobby into new social circles, and helping define the culture of the game one interaction at a time. [/QUOTE]
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