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Why (and how) 5E can succeed
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<blockquote data-quote="TrippyHippy" data-source="post: 6239746" data-attributes="member: 27252"><p>I think each D&D edition is a product of it's time and in some ways a simple reaction to highlighted issues from previous editions. 3rd and 4th editions were no exception. </p><p></p><p>When 3rd edition came out, it was in the wake of TSRs recent collapse as well as growing criticism of the game clinging on to counterintuitive mechanics and arbitrary stipulations in the rules. The resultant game harnessed things like skill systems, feats and multi-classing that gave players a lot more choice and control in the design and development of their characters. This was largely from the influence of other games like RuneQuest (et al), that had championed these ideas for years. It was also an attempt to consolidate and strengthen the existing RPG hobby under a single banner that gamers could get behind - hence the d20/OGL drive. </p><p></p><p>When 4th edition came out, the concerns of gamers had largely been informed by the sensibilities of the whole 'indie' movement, replete with game theories like GNS. The 3rd edition system was regarded as being overly broad in it's design, and the new edition attempted to build more specified gameplay, strategic 'balance' and 'narrative' structure. Some people liked it, and some people didn't - making it a divisive edition in this respect. However, people forget that a lot of these trends were already happening in gaming, and D&D was simply adapting to the prevalent attitude of the time - 'system matters' and so on. It was also an attempt to adapt the D&D experience into a fully adapted online gaming experience, with mechanics that could interchange between both. This seemed a good idea at the time (although it didn't turn out that way) and reflected the drive to broaden D&Ds appeal to a younger or more modern audience, and make the game more commercially viable. </p><p></p><p>What the 5th edition is about, I feel, is mostly about finding it's true original identity and building it's brand up from a universally accepted, integral point that acknowledges it's own past and tradition. Much of the influence, this time, surely comes from the 'old school' renaissance of retro-clone versions of D&D which have become ubiquitous in the last few years. So, gone is the reliance on miniatures, as well as gaming conventions that didn't actually originate with D&D (long skill lists, for example). Instead, we've seen a return of a pdf back catalogue, and a prolonged dialogue with the play test audience about the 'feel of the game'. There has been some deliberation on which classes to include and the application of particular rules, but the overall picture has been in the right direction in my view. Time will tell if the final product is a success, of course.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 6239746, member: 27252"] I think each D&D edition is a product of it's time and in some ways a simple reaction to highlighted issues from previous editions. 3rd and 4th editions were no exception. When 3rd edition came out, it was in the wake of TSRs recent collapse as well as growing criticism of the game clinging on to counterintuitive mechanics and arbitrary stipulations in the rules. The resultant game harnessed things like skill systems, feats and multi-classing that gave players a lot more choice and control in the design and development of their characters. This was largely from the influence of other games like RuneQuest (et al), that had championed these ideas for years. It was also an attempt to consolidate and strengthen the existing RPG hobby under a single banner that gamers could get behind - hence the d20/OGL drive. When 4th edition came out, the concerns of gamers had largely been informed by the sensibilities of the whole 'indie' movement, replete with game theories like GNS. The 3rd edition system was regarded as being overly broad in it's design, and the new edition attempted to build more specified gameplay, strategic 'balance' and 'narrative' structure. Some people liked it, and some people didn't - making it a divisive edition in this respect. However, people forget that a lot of these trends were already happening in gaming, and D&D was simply adapting to the prevalent attitude of the time - 'system matters' and so on. It was also an attempt to adapt the D&D experience into a fully adapted online gaming experience, with mechanics that could interchange between both. This seemed a good idea at the time (although it didn't turn out that way) and reflected the drive to broaden D&Ds appeal to a younger or more modern audience, and make the game more commercially viable. What the 5th edition is about, I feel, is mostly about finding it's true original identity and building it's brand up from a universally accepted, integral point that acknowledges it's own past and tradition. Much of the influence, this time, surely comes from the 'old school' renaissance of retro-clone versions of D&D which have become ubiquitous in the last few years. So, gone is the reliance on miniatures, as well as gaming conventions that didn't actually originate with D&D (long skill lists, for example). Instead, we've seen a return of a pdf back catalogue, and a prolonged dialogue with the play test audience about the 'feel of the game'. There has been some deliberation on which classes to include and the application of particular rules, but the overall picture has been in the right direction in my view. Time will tell if the final product is a success, of course. [/QUOTE]
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