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General Tabletop Discussion
*Dungeons & Dragons
Who really IS the target audience of D&D Next?
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<blockquote data-quote="Ratskinner" data-source="post: 5817490" data-attributes="member: 6688937"><p>This. I've been trying other systems for nigh on a decade now for just this purpose. While some have(a lot) more freedom, its always a struggle to find players for an "indie" game. I'm too old to be a purist anymore, if I have to sacrifice some wild freedom and play D&D with its wonky baggage, so be it. However, that doesn't stop me from valuing that homebrew freedom.</p><p></p><p>Before third edition, campaigns varied wildly. I recall some that were wildly fantastic and highly magical, and others that were pretty gritty. 3e...I have such mixed emotions about that game, nowadays. It really revitalized things, and for that I love it. However, as time wound on in that edition, I saw that different campaigns weren't so wildly creative as they had been. I wouldn't say that 3(.5)e "locked you down" to a certain playstyle, but it certainly gravitated toward one. The more supplements you included, the worse it got.</p><p></p><p>I know that some 4e proponents will disagree, and that's okay. As with all things gaming, YMMV quite a bit. However, I felt 4e was much harder to pull out of its "home" playstyle. I think mostly because each character had a sheet full of "powers" to use, and all had flavorful descriptions built into them. My table, the table at the FLGS, my friends' tables, 4e looked almost identical at all of them. That didn't make 4e bad at all. I still think 4e is a fun well-designed game. Even my friends who despise it as "not DnD" still regard it as a very good tactical skirmish game.</p><p></p><p>I also don't think there is anything sinister here. WOTC got into the business of selling rules for DnD. Each rule, though, adds a little bit of inflexibility, and does its small part to raise a wall around how the game is "supposed" to play. 4e, as a byproduct of the AEDU structure, just had the most byproduct right out of the gate. The basic books of 3(.5)e had less, but you could approach it if you added all the supplements.</p><p></p><p>So, I'm cautiously optimistic. They are making good noises AFAICT. A very simple core with a modular structure tells you immediately that this game will play in different ways. I don't think their target audience is anybody more specific than "Fantasy roleplayers."</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5817490, member: 6688937"] This. I've been trying other systems for nigh on a decade now for just this purpose. While some have(a lot) more freedom, its always a struggle to find players for an "indie" game. I'm too old to be a purist anymore, if I have to sacrifice some wild freedom and play D&D with its wonky baggage, so be it. However, that doesn't stop me from valuing that homebrew freedom. Before third edition, campaigns varied wildly. I recall some that were wildly fantastic and highly magical, and others that were pretty gritty. 3e...I have such mixed emotions about that game, nowadays. It really revitalized things, and for that I love it. However, as time wound on in that edition, I saw that different campaigns weren't so wildly creative as they had been. I wouldn't say that 3(.5)e "locked you down" to a certain playstyle, but it certainly gravitated toward one. The more supplements you included, the worse it got. I know that some 4e proponents will disagree, and that's okay. As with all things gaming, YMMV quite a bit. However, I felt 4e was much harder to pull out of its "home" playstyle. I think mostly because each character had a sheet full of "powers" to use, and all had flavorful descriptions built into them. My table, the table at the FLGS, my friends' tables, 4e looked almost identical at all of them. That didn't make 4e bad at all. I still think 4e is a fun well-designed game. Even my friends who despise it as "not DnD" still regard it as a very good tactical skirmish game. I also don't think there is anything sinister here. WOTC got into the business of selling rules for DnD. Each rule, though, adds a little bit of inflexibility, and does its small part to raise a wall around how the game is "supposed" to play. 4e, as a byproduct of the AEDU structure, just had the most byproduct right out of the gate. The basic books of 3(.5)e had less, but you could approach it if you added all the supplements. So, I'm cautiously optimistic. They are making good noises AFAICT. A very simple core with a modular structure tells you immediately that this game will play in different ways. I don't think their target audience is anybody more specific than "Fantasy roleplayers." [/QUOTE]
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Who really IS the target audience of D&D Next?
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