Corinth said:There's a reason for that: the conservative approach is what guarantees that a gamer shall actually get to play the game, game it for a long time and actually get to make full use of what the game offers. It's been that way from the get-go, and 30 years of proven results is hard to ignore. All other takes are gambles, gambles that don't pay off nearly as well as one might imagine.
Have you tried those other 'takes'?
I do agree that being a bit too 'inventive' can be bad, but so can being too conservative.
I can think of many. Very few are worth bothering with, however, because the average gamer is there to play a game and nothing more. He's there for the dungeon crawling, the tactical gaming and the leveling up. WotC knows this which is why they went with their "Back to the Dungeon!" approach in 2000- an approach that met with great success and continues to be the most successful approach in the business.
That's the problem. Dungeons & Dragons® appeals to a small segment of the population, when it could appeal to a larger. My beef is with those who insist that D&D® can only be a game in the traditional sense, instead of taking a good, hard look at the hobby to see if they can find ways to make it more than what it is now.
If that means change, then things change. The best traditions are those that serve the community, rather than the other way around.
This is a lie. D&D works best when it focuses upon gameplay and avoids all hints of amateur thespianism. The core competancies of D&D is team-based gameplay in an open-ended milieu where the user--the players and their GM--can do what they want within the rules of the game. The further away you go from that core, the more you run into business and community problems.
This reminds me of the vew in Old Media regarding The Internet; that it's only another way to talk to people, instead of with them. You are selling the hobby short here.
The videogame manufacturers are aware of this fact, which is why there are so many developers out there now seeking to emulate features such as the open-ended gameplay of the last two Grand Theft Auto games and the super-powergaming gameplay that's par for the course in Square Enix' CRPG franchises (such as the world-famous Final Fantasy franchise) and is so prominent in MMORPGs such as Everquest or PC RPGs like Diablo. While there's a lot of talk about dramatic elements and storytelling, all of the relevant experts on the business agree that it's gameplay--not drama--that makes for overall success and creates the iconic games of the industry.
This isn't even wrong. RPGs are very different things, or could be if people opened up to the possibilities. By limiting D&D® et al. to the game paradigm we are limiting the hobby.
The most successful tabletop RPG publishers also know this, which is why all of them deliver the gameplay that the majority of tabletop RPG gamers want- and why D&D has always been on top of the hobby throughout its 30 years in existence. Anyone that tells you otherwise is lying.
And by doing so most successful RPG publishers are missing a golden opportunity. The opportunity to expand sales and keep more customers in the long run.
Here I see a very conservative approach. "This is how we compose tribal lays, and our way is the right one." I will not agree. There are many ways to tell of the one that got away, and some may even tell the truth.