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<blockquote data-quote="Faraer" data-source="post: 1888705" data-attributes="member: 6318"><p>So Erik has to find out what current readers want, what potential readers want, then please people who want (to be dualistic for the sake of argument) more roolz and less; more named-setting support and less; a more traditional tone and a 'cooler' one; short stories and no short stories; articles with context/depth and stand-alone 'tools philosophy' pieces. And shift more of the cultural locus of D&D away from ENWorld and other online forums.</p><p></p><p>Some task, and some good suggestions above on how to do this impossible-sounding thing. Just now the two that come to mind are </p><p></p><p>-- Get writing that sounds as if the author cares, that is not written according to a rigid style guide like a GURPS book. I would say about a half-dozen consistently first-rate authors have appeared in the magazine in the last few years; you can't afford to let them go, or to make potentially good new authors think they have to regulate themselves. I wouldn't choose which campaign to play in according to what ruleset it used, and (here's another dualism) you have to keep the D&D focus but, in most cases, an article that's only interesting if you use the D&D rules is not a good article.</p><p></p><p>-- Make people understand that an article in an existing setting is not less transportable than one in an unnamed, unknown 'generic' setting.</p><p></p><p>I certainly side with "Bazaar of the Bizarre" against "Magic Shop", good gods. And girdle against belt, phaerimm against phaerimms. It does no good if everyone understands if nobody cares.</p><p></p><p>Re "Faiths of Faerûn", the original idea was to have multiclass paths and only occasional prestige classes, but it switched to prestige classes only because they're supposed to be popular.</p></blockquote><p></p>
[QUOTE="Faraer, post: 1888705, member: 6318"] So Erik has to find out what current readers want, what potential readers want, then please people who want (to be dualistic for the sake of argument) more roolz and less; more named-setting support and less; a more traditional tone and a 'cooler' one; short stories and no short stories; articles with context/depth and stand-alone 'tools philosophy' pieces. And shift more of the cultural locus of D&D away from ENWorld and other online forums. Some task, and some good suggestions above on how to do this impossible-sounding thing. Just now the two that come to mind are -- Get writing that sounds as if the author cares, that is not written according to a rigid style guide like a GURPS book. I would say about a half-dozen consistently first-rate authors have appeared in the magazine in the last few years; you can't afford to let them go, or to make potentially good new authors think they have to regulate themselves. I wouldn't choose which campaign to play in according to what ruleset it used, and (here's another dualism) you have to keep the D&D focus but, in most cases, an article that's only interesting if you use the D&D rules is not a good article. -- Make people understand that an article in an existing setting is not less transportable than one in an unnamed, unknown 'generic' setting. I certainly side with "Bazaar of the Bizarre" against "Magic Shop", good gods. And girdle against belt, phaerimm against phaerimms. It does no good if everyone understands if nobody cares. Re "Faiths of Faerûn", the original idea was to have multiclass paths and only occasional prestige classes, but it switched to prestige classes only because they're supposed to be popular. [/QUOTE]
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