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Will there be such a game as D&D Next?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6100329" data-attributes="member: 82106"><p>Sure, but the point is if the design journal says something like "need to figure out how to do X" and you go to the Forums and say "Hey, I need to do X and here are some possibilities I've seen suggested/thought up/copped from other games, here's what 1/2/3/4e did, what do you all think of these things?" then you're likely to get some useful feedback, and if you then engage on specific ideas you can have some back and forth and people will feel like "wow, we actually were involved!". And frankly it is fine if posting is limited or filtered in some way so 9000 trolls don't screw it up. </p><p></p><p>Honestly, again looking at some of the PF forums, you normally can get very intelligent discussion on specific topics without problems if you are clear about what is being discussed and keep the level of the discussion elevated. I'm sure Paizo moderates their forums of course, but take for example the adventure design contest thing they were just running, anyone could post/vote and it was no problem. If any posts were removed I doubt it was a whole lot. Maybe that wasn't exactly a rules debate, but clearly it shows the actual game designers interacting on a daily basis with the people who play/buy their product. Why is it impossible for WotC to do this? Plainly one of these 2 organizations enjoys a good relationship with its customers and one not so much....</p><p></p><p>It is not workable to basically design an entire game and then put in front of people and call it a playtest. Games are hierarchical, basic design features provide the context and structure for the rest of the design. At the point where you've created an entire draft of a whole game, and presumably vetted it with at least some internal playtest, etc. you are far down the road to commitment to the basics of that design, the very parts people are most likely to want to influence. I think the opposite is the better practice. It is a concept we have learned the hard way in the OSS software world, release early and release often.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6100329, member: 82106"] Sure, but the point is if the design journal says something like "need to figure out how to do X" and you go to the Forums and say "Hey, I need to do X and here are some possibilities I've seen suggested/thought up/copped from other games, here's what 1/2/3/4e did, what do you all think of these things?" then you're likely to get some useful feedback, and if you then engage on specific ideas you can have some back and forth and people will feel like "wow, we actually were involved!". And frankly it is fine if posting is limited or filtered in some way so 9000 trolls don't screw it up. Honestly, again looking at some of the PF forums, you normally can get very intelligent discussion on specific topics without problems if you are clear about what is being discussed and keep the level of the discussion elevated. I'm sure Paizo moderates their forums of course, but take for example the adventure design contest thing they were just running, anyone could post/vote and it was no problem. If any posts were removed I doubt it was a whole lot. Maybe that wasn't exactly a rules debate, but clearly it shows the actual game designers interacting on a daily basis with the people who play/buy their product. Why is it impossible for WotC to do this? Plainly one of these 2 organizations enjoys a good relationship with its customers and one not so much.... It is not workable to basically design an entire game and then put in front of people and call it a playtest. Games are hierarchical, basic design features provide the context and structure for the rest of the design. At the point where you've created an entire draft of a whole game, and presumably vetted it with at least some internal playtest, etc. you are far down the road to commitment to the basics of that design, the very parts people are most likely to want to influence. I think the opposite is the better practice. It is a concept we have learned the hard way in the OSS software world, release early and release often. [/QUOTE]
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