Gort said:Generally speaking, I get more free pizza playing D&D.
Will fourth ed improve on this for me?
Doug McCrae said:I think rules-lite games that encourage roleplaying and creativity don't sell.
OP said:2. Though there need to be rules to balance it, encourage players to create their own spells, magic items, craft their equipment, etc. I saw way more player-created spells in the 2e era than I ever saw in the 3e era.
3. Teach people some damn role-playing. OK fine, so sure, if people don't want to get into that they don't have to, but increasingly the "examples of play" read a lot more like "I rolled 8, did I hit?" than "I hack furiously at the wererat!" I own something on the order of 1000 RPG products and there are many games that, just in their core rules, set a stage that promotes role-playing. Again, without that D&D is always going to lose out to some computer thing that can "automate" the rules.
I think the reason for that is: If the rules are so stripped down that you're basically acting free-form, you don't need the rules. Ergo, fewer sales.Doug McCrae said:I think rules-lite games that encourage roleplaying and creativity don't sell.
Doug McCrae said:I think rules-lite games that encourage roleplaying and creativity don't sell.
Gort said:Generally speaking, I get more free pizza playing D&D.
Will fourth ed improve on this for me?
I think you can attach features that encourage roleplaying and creativity to any rules-heavy game.Doug McCrae said:I think rules-lite games that encourage roleplaying and creativity don't sell.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.