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<blockquote data-quote="AbdulAlhazred" data-source="post: 6824976" data-attributes="member: 82106"><p>I'm pretty sure MM is mostly his own boss. He can't hide behind anyone else. Bill Slavicek might have passed him a hard play, but he wasn't up to dealing with it, and didn't WANT to AFAICT. Yes, it galls me, but KotS is just the epitome of slugfest adventures. It avoids even its own plothooks, which EXIST but are just left to rot on the table in favor of moar 'room full-o-monsters' fights. </p><p></p><p></p><p></p><p>Its varied. I mean 2e was pretty explicit about WHAT it wanted. The problem was TSR never really got into game theory much. Certainly in the late 80's when 2e was taking shape they STILL hadn't cottoned to the idea that mechanics could support gameplay and not just provide a more or less abstract type of adjudication. They got CLOSE with the Marvel game, but it didn't QUITE gel, and none of what they did in other games seemed to ever feed back into D&D. I mean Top Secret actually got pretty close to doing some cool stuff too.</p><p></p><p>3.x doesn't seem to have really HAD a theory, beyond 'give them loads of options and a lot of rules, they'll figure it out'. 4e just has poor presentation of its concepts. Some of the devs were designing an indie game, and some were designing tactical combat system with D&D on the name, and they didn't talk.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6824976, member: 82106"] I'm pretty sure MM is mostly his own boss. He can't hide behind anyone else. Bill Slavicek might have passed him a hard play, but he wasn't up to dealing with it, and didn't WANT to AFAICT. Yes, it galls me, but KotS is just the epitome of slugfest adventures. It avoids even its own plothooks, which EXIST but are just left to rot on the table in favor of moar 'room full-o-monsters' fights. Its varied. I mean 2e was pretty explicit about WHAT it wanted. The problem was TSR never really got into game theory much. Certainly in the late 80's when 2e was taking shape they STILL hadn't cottoned to the idea that mechanics could support gameplay and not just provide a more or less abstract type of adjudication. They got CLOSE with the Marvel game, but it didn't QUITE gel, and none of what they did in other games seemed to ever feed back into D&D. I mean Top Secret actually got pretty close to doing some cool stuff too. 3.x doesn't seem to have really HAD a theory, beyond 'give them loads of options and a lot of rules, they'll figure it out'. 4e just has poor presentation of its concepts. Some of the devs were designing an indie game, and some were designing tactical combat system with D&D on the name, and they didn't talk. [/QUOTE]
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