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Will trying to maintain legacy and the "feel" of D&D hurt innovation?
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<blockquote data-quote="Ratskinner" data-source="post: 5824668" data-attributes="member: 6688937"><p>I actually don't think innovation is under threat from "recapturing the feel". I've personally been amazed at some of the indie games, and how well they capture old-school feel with new-school mechanics. What I do think threatens innovation are the "sacred cows" or similar thinking, expecially when some of them are fairly mechanical things to begin with.</p><p></p><p>I do think that mechanics inform playstyle and feel, but experience has lead me to believe that its not a one-to-one relationship. So different sets of mechanics can lead to similar feels and different feels can come from similar mechanics.</p><p></p><p>All that being said....I'm not getting the impression that we're going to see something that totally blows our minds with new bizarre mechanics (why am I rolling 2d12 -d8 to attack, again?) A lot of the things they have mentioned sound like good mechanical structure from either previous editions, OGL games, or even some indie game sources. (Of course, not having seen the actual mechanics, I can't be too sure about that.) </p><p></p><p>I'm also not so sure that the core of D&D needs a whole mess of mechanical innovation. 4e and its AEDU powers was a pretty big change from previous structure. While a lot of things it did were pretty good, I've run into plenty of people who were turned off with their first impression and never looked back.</p><p></p><p>So, who knows, maybe the optional modules will be where all the big innovations get put? That way we can play with them without worrying too much about whether its D&D or not.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5824668, member: 6688937"] I actually don't think innovation is under threat from "recapturing the feel". I've personally been amazed at some of the indie games, and how well they capture old-school feel with new-school mechanics. What I do think threatens innovation are the "sacred cows" or similar thinking, expecially when some of them are fairly mechanical things to begin with. I do think that mechanics inform playstyle and feel, but experience has lead me to believe that its not a one-to-one relationship. So different sets of mechanics can lead to similar feels and different feels can come from similar mechanics. All that being said....I'm not getting the impression that we're going to see something that totally blows our minds with new bizarre mechanics (why am I rolling 2d12 -d8 to attack, again?) A lot of the things they have mentioned sound like good mechanical structure from either previous editions, OGL games, or even some indie game sources. (Of course, not having seen the actual mechanics, I can't be too sure about that.) I'm also not so sure that the core of D&D needs a whole mess of mechanical innovation. 4e and its AEDU powers was a pretty big change from previous structure. While a lot of things it did were pretty good, I've run into plenty of people who were turned off with their first impression and never looked back. So, who knows, maybe the optional modules will be where all the big innovations get put? That way we can play with them without worrying too much about whether its D&D or not. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Will trying to maintain legacy and the "feel" of D&D hurt innovation?
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