Why no love for WotC? (and why now?)

First and foremost, I don't like "D&D" all that much. I don't like its spell system, I don't like its emphasis on equipment, and I don't like its high fantasy vibe. I'm more inclined to rare-magic or even downright non-magic fantasy worlds, and enjoy later eras (steampunk, interbellum pulp or modern) more. Pure personal preference here, but there it is.

Second, I've felt for some time that Wizards hasn't been terribly innovative in game design. Many of the 3.5 products are brilliant examples of fitting pieces into the system, but they take few, if any, risks. Sword and Fist may have been unbalanced compared to Complete Warrior (Hulking Hurlers aside), but I've had far more fun with the former, and it broke more new ground from a design perspective. d20 Modern radically redesigned the class parameters of d20 (in a way I personally found very appealing); its supplements have only sketched out campaign models to take advantage of the original's innovation, and d20 Future featured, IMO, some of the blandest takes on concepts like mecha and starships I've ever seen.

Other companies, like Green Ronin, AEG and Malhavoc seem to be on the cutting edge of game design. Mutants & Masterminds True20, Spycraft 2.0 and Iron Heroes have pushed d20 in amazing new directions; D&D and, after the core book, d20 Modern have not.

Green Ronin, AEG, Malhavoc, Sovreign Press, Goodman and Mongoose serve up more content I find wild and fun to introduce to campaigns.

Wizards has become, IMO, much too cautious in its design work, too concerned about balancing its supplements to a baseline that's hardly as flat as most seem to think, too worried about offending the die-hard fan of Core D&D.

With that said, I *loved* Lords of Madness, and Stormwrack looks quite good, too. :)
 

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I suppose that any corporation that dominates the market will inevitably be subject to some hatred from fans. However, their are a few things that really annoy me about WotC.

[Rant]
It all comes down to 3.5 for me. I thought that 3.5 was too soon and completely unnecessary. Besides, being unnecessary, all the revisions IMHO were definately for the worse. Useful spells were "nerfed", the new weapon size rules were really lame, combat now required a battle mat and miniatures (instead of being optional). To this day, both me and my gaming group refuse to play 3.5.

The second thing that turned me against WotC was their attempt to integrate a collectable miniature wargame into D&D. I've never been a big fan of "collectable" anything, but I hate the idea of trying to turn D&D into Mage Knight. If I wanted to play Mage Knight, I'd play Mage Knight!
[/Rant]
 


Ron said:
Although I understand your view, to me it is the opposite. To see the minis over the table just spoil me the fun of imagine the scene. I just keep the impression that my mini is fighting another. I examine the mini and I only see a painted model. To me is easier to extrapolate with a picture or a verbal/written description. A friend of mine plays with a battlemat, but he uses counters as he has the same problem I have.

I tend to agree with you, though it's not so much actually having the minis and mat there that's the problem for me as it's how long many players take to discuss, decide and describe their characters' actions (oftentimes an hour or so of real time each turn :eek: ) in battles that are supposed to be fast & furious.

It seems like the D&D 3.0 and 3.5 combat rules were specifically designed for the anti-"fast & furious" combat feel. :(


-G
 

Graf said:
Some good points:
1. They're reorienting away from crunch toward fluff.

I have no problem with Wizard, but that's a bad point in my book. When I pick up a gaming book, one of the main things I look for is new ideas, new character types, new feats. Haven't picked up a books in several months at my FLGS and said "Hey, that would be interesting to try."

I like Eberron, but I've been reluctant to buy Sharn, Five Kingdoms, or Explorer's Guide due to lack of crunch.

I have high hopes that Magic of Eberron and Complete Psionic will better cater to my needs.

I do apreciate the higher quality control, though. I don't want broken character options, just new and interesting ones. My DM is giving me enough dirty looks over my Psychic Warrior...
 

Frukathka said:
With Wizards revoking Arthaus's rights to do Ravenloft, I now officialy have a reason to hate them.

I'm not sure that what you seem to be implying is actually what happened. It could just be that the licence expired, and both parties chose not to renew. We just don't have enough information to be certain, and I doubt we ever will. Regardless, WotC is a business first and foremost.
 

Buttercup said:
I'm not sure that what you seem to be implying is actually what happened. It could just be that the licence expired, and both parties chose not to renew. We just don't have enough information to be certain, and I doubt we ever will. Regardless, WotC is a business first and foremost.

Yep.

So is Arthaus, and they had a noticably light Ravenloft schedule the coming year.
 

Frukathka said:
With Wizards revoking Arthaus's rights to do Ravenloft, I now officialy have a reason to hate them.
I think that's a completely wrong impression you have there. White Wolf is getting rid of nearly all d20 product lines. Arthaus (White Wolf's 'special project' publisher) has just started to publish "The Secret of Zir'An'", which is non-d20 and not subject to a license fee. They will also publish the 5th edition of "Pendragon" later this year. I think they just exchanged the horses in order to get more profitable ;).
 


Jeff Wilder said:
I've never quite understood this. For me, the addition of the battlemat, tactical combat, and (especially) the miniatures has enhanced my ability to imagine and envision the action.
Yep. Gaming without minis ain't gaming!
I've been playing D&D since 1980 or so
'76, here
and all I remember about combats from pre-Third Edition is, "I swing at the creature. I miss," over and over. Now combats have maneuvering, tactics, meaningful decisions ...
Thank God! 3/3.5 combat is what made me not have to run things like Hero to be able to have tactical combat decisions.
 

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