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<blockquote data-quote="Thornir Alekeg" data-source="post: 1559729" data-attributes="member: 15651"><p>I just went back to reread the postings on this thread and I have yet to hear a single constructive idea from you as to what can be done that will undoubtedly lead to the "rescue" of D&D. </p><p></p><p>So far what you seem to say is:</p><p>1) D&D is "failing" - this based upon some sales data and somehow knowing how many people have stopped playing D&D versus how many have started and why.</p><p>2) D&D's concrete rules are the reason behind this failing. That if the rules were more flexible, and the books were written to emphasize ROLEplaying to greater degree, somehow a huge number of people will suddenly realize this is the game they want to play.</p><p>3) You seem to imply (and perhaps I'm wrong here) through phrases used like "excesses of gaming", that the new players to the game are playing it as a tabletop strategy game - and yet are seeking a ROLEplaying game, therefore leave the game behind when they realize their disappointment because they do not understand how to alter the game to suit their needs unless it is written into the rules.</p><p></p><p>I am interested in seeing what you think can actually be done - concrete ideas - and why those ideas will make the game better for so many more than it might drive away. Like I said, Lead the way rather than gripe that it is not good enough.</p><p></p><p>I most want to see your ideas for a more "chaotic" combat system than the combat round method that currently is in use, how that syste will be simpler and "rules light", and how that will make the game more fun and interesting in the social, team environment that D&D is all about.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 1559729, member: 15651"] I just went back to reread the postings on this thread and I have yet to hear a single constructive idea from you as to what can be done that will undoubtedly lead to the "rescue" of D&D. So far what you seem to say is: 1) D&D is "failing" - this based upon some sales data and somehow knowing how many people have stopped playing D&D versus how many have started and why. 2) D&D's concrete rules are the reason behind this failing. That if the rules were more flexible, and the books were written to emphasize ROLEplaying to greater degree, somehow a huge number of people will suddenly realize this is the game they want to play. 3) You seem to imply (and perhaps I'm wrong here) through phrases used like "excesses of gaming", that the new players to the game are playing it as a tabletop strategy game - and yet are seeking a ROLEplaying game, therefore leave the game behind when they realize their disappointment because they do not understand how to alter the game to suit their needs unless it is written into the rules. I am interested in seeing what you think can actually be done - concrete ideas - and why those ideas will make the game better for so many more than it might drive away. Like I said, Lead the way rather than gripe that it is not good enough. I most want to see your ideas for a more "chaotic" combat system than the combat round method that currently is in use, how that syste will be simpler and "rules light", and how that will make the game more fun and interesting in the social, team environment that D&D is all about. [/QUOTE]
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