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<blockquote data-quote="wedgeski" data-source="post: 1558653" data-attributes="member: 16212"><p>Quite apart from the fact that I think your initial position is deeply flawed (there are a hundred reasons why RPG sales are slacking)...</p><p></p><p></p><p></p><p>Fundamentally, as I'm sure others have said, you're asking that D&D should change to fit you. I would respond simply by saying that either you should change to fit the game, or you should stop playing the game. Find a system that agrees with you, where combat mechanics correctly reflect the brutal cut, thrust, parry, and downright dumb luck of 'real' melee, and go and play it.</p><p></p><p>Roleplaying is defined by limitless options (else, the DM is obsolete). A roleplaying game is defined by a closed set of rules. Those rules therefore define the style of *that* game. If you don't like 'em, or don't subscribe to the thinking behind them, you can change them (and make the game less like D&D), or make the game completely not like D&D by playing something else. Both solutions achieve the same thing: identifying what roleplaying 'aspect' most agrees with you, and finding the game that fits it.</p><p></p><p></p><p></p><p>There is one way to play D&D: that set of rules defined in the Core books. There are many ways to play a roleplaying game. I can think of lots of ways to design a roleplaying game, but that's not really what you're asking, is it?</p><p></p><p></p><p></p><p>If you're asserting that a more free-form, less rigidly-defined game system will appeal to the mass market, I don't think you could be more wrong. The mass market likes rules. They like thick, thumbable rule books with top-notch artwork, something they can browse off the shelf and admire in their collection. To return to the videogame: if we assert that computer games have achieved a mass market that RPG's haven't (as I would), then you couldn't imagine a more closed system. The accumulated logic of CRPG's is inviolable. The programmer says it is thus, and thus it shall be, no matter what the player does (bugs not withstanding). This is comfortable for gamers. I have seen the confusion in their eyes when presented with a P&P RPG, and I have seen the many hours of play it takes before the sweet epiphany of understanding about what 'roleplaying' *really* is comes to them. Those long hours right there are the difference between the mass market and the niche.</p><p></p><p></p><p></p><p>I wait with baited breath. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="wedgeski, post: 1558653, member: 16212"] Quite apart from the fact that I think your initial position is deeply flawed (there are a hundred reasons why RPG sales are slacking)... Fundamentally, as I'm sure others have said, you're asking that D&D should change to fit you. I would respond simply by saying that either you should change to fit the game, or you should stop playing the game. Find a system that agrees with you, where combat mechanics correctly reflect the brutal cut, thrust, parry, and downright dumb luck of 'real' melee, and go and play it. Roleplaying is defined by limitless options (else, the DM is obsolete). A roleplaying game is defined by a closed set of rules. Those rules therefore define the style of *that* game. If you don't like 'em, or don't subscribe to the thinking behind them, you can change them (and make the game less like D&D), or make the game completely not like D&D by playing something else. Both solutions achieve the same thing: identifying what roleplaying 'aspect' most agrees with you, and finding the game that fits it. There is one way to play D&D: that set of rules defined in the Core books. There are many ways to play a roleplaying game. I can think of lots of ways to design a roleplaying game, but that's not really what you're asking, is it? If you're asserting that a more free-form, less rigidly-defined game system will appeal to the mass market, I don't think you could be more wrong. The mass market likes rules. They like thick, thumbable rule books with top-notch artwork, something they can browse off the shelf and admire in their collection. To return to the videogame: if we assert that computer games have achieved a mass market that RPG's haven't (as I would), then you couldn't imagine a more closed system. The accumulated logic of CRPG's is inviolable. The programmer says it is thus, and thus it shall be, no matter what the player does (bugs not withstanding). This is comfortable for gamers. I have seen the confusion in their eyes when presented with a P&P RPG, and I have seen the many hours of play it takes before the sweet epiphany of understanding about what 'roleplaying' *really* is comes to them. Those long hours right there are the difference between the mass market and the niche. I wait with baited breath. :) [/QUOTE]
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