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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="innerdude" data-source="post: 5975730" data-attributes="member: 85870"><p>This a very salient point, and goes back to another mistake I think WotC has made with both late-era 3.x and 4e, namely that they continued to hold to the belief that to reach the kind of "mass appeal" they were craving, that D&D needed to be more of a cultural <em>ecosystem </em>than a stand-alone product, and <em>that they could control that culture</em>. </p><p></p><p>In the old days, this was probably true. Direct word-of-mouth and physical access to materials were limiting factors. The average game player's "reach" in terms of participation in the hobby were much, much more limited. </p><p></p><p>Now? </p><p></p><p>We don't <em>need</em> our FLGS's to find gaming groups anymore. Oh sure, we can still use them for that purpose.....but is that really any harder than doing it online? We don't <em>need</em> the constant stream of "corporate approved supplements" to extend the usability of our games. All those old house rules, and maps, and characters we used to keep in folders that we had no way of distributing to other people, other than snail mail? We can download thousands of those things for free from various Web sources. </p><p></p><p>As players and groups, we've discovered that we can literally create our own "micro-system" for ourselves, that is infinitely tailored to our needs, and we all have ready access to materials to do so. The whole "This is the game we have handed down to you, now you will go forth and play it" attitude is long, long dead. To WotC's credit, 5e seems to be addressing this issue, but it may be too little, too late.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5975730, member: 85870"] This a very salient point, and goes back to another mistake I think WotC has made with both late-era 3.x and 4e, namely that they continued to hold to the belief that to reach the kind of "mass appeal" they were craving, that D&D needed to be more of a cultural [I]ecosystem [/I]than a stand-alone product, and [I]that they could control that culture[/I]. In the old days, this was probably true. Direct word-of-mouth and physical access to materials were limiting factors. The average game player's "reach" in terms of participation in the hobby were much, much more limited. Now? We don't [I]need[/I] our FLGS's to find gaming groups anymore. Oh sure, we can still use them for that purpose.....but is that really any harder than doing it online? We don't [I]need[/I] the constant stream of "corporate approved supplements" to extend the usability of our games. All those old house rules, and maps, and characters we used to keep in folders that we had no way of distributing to other people, other than snail mail? We can download thousands of those things for free from various Web sources. As players and groups, we've discovered that we can literally create our own "micro-system" for ourselves, that is infinitely tailored to our needs, and we all have ready access to materials to do so. The whole "This is the game we have handed down to you, now you will go forth and play it" attitude is long, long dead. To WotC's credit, 5e seems to be addressing this issue, but it may be too little, too late. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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