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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="Argyle King" data-source="post: 6011850" data-attributes="member: 58416"><p>Pem, you are on the right track when it comes to what I mean. I tried to XP you, but I need to spread some around first.</p><p></p><p>Indeed, what I meant was that neither part of the equation (crunch or fluff) should undermine the other. I'm not totally against making sacrifices in the name of playability. I'm also ok with some of the ambiguity Jerome mentioned. I'm not even necessarily talking about 'realism.' I simply feel that there should be a coherent relationship between fluff and crunch when it comes to a rpg. </p><p></p><p>Look at Worlds & Monsters, the D&D 4E preview book, I didn't get the impression that the game would be anything like how it actually turned out. For me, I would say I had a misconception about what the game was supposed to be clear up until a little after Manual of The Planes was released. </p><p></p><p>I kept thinking "well, it's a totally new way of doing D&D, so maybe they're still working on some aspects of the game that will come out later." IIRC, that is in line with the language which was being used by WoTC at the time as well. As I had what I feel was a lot of D&D brand loyalty, I trusted in what was to come, but it never came.</p><p></p><p>On that note, I am brought back to a piece of negativity that I have toward 5E. I understand the idea of a modular game. (At least I think so; I've admitted elsewhere that maybe my understanding of the word is different than how they mean it.) The core actually does seem like a fun game, but certain elements give me an idea that the core will turn out to lean toward a certain style. I've also read interviews and listened to podcasts in which some of the things I'd like to do with the game -modules I would like to have- probably won't even be looked at until a year or two into 5E's life cycle. I don't want to start buying into a game only to realize that there is no intention of giving me the pieces to play the game the way I would like to. </p><p></p><p>Overall, I think the biggest hurdle for WoTC right now is communication with their fanbase. I think that hurdle goes both ways. Not only do I feel they need to do a better job of speaking to their fanbase, but they also need to do a better job of taking the time to listen. When I say listen, I do not mean they have to do what we say. By all means, they should certainly feel they have the freedom to ignore it. I do not doubt that some of what we say as a community is rubbish. However, I said elsewhere that I personally do not believe they understand what I want and/or why I did or didn't like certain aspects of the last two editions. I think that misunderstanding comes from poor listening skills, and there's a difference between hearing and listening.</p><p></p><p></p><p>So, in short:</p><p></p><p>I think the core of the game should give a coherent relationship to fluff and crunch.</p><p></p><p>I think WoTC needs to learn how to communicate with their fanbase better.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6011850, member: 58416"] Pem, you are on the right track when it comes to what I mean. I tried to XP you, but I need to spread some around first. Indeed, what I meant was that neither part of the equation (crunch or fluff) should undermine the other. I'm not totally against making sacrifices in the name of playability. I'm also ok with some of the ambiguity Jerome mentioned. I'm not even necessarily talking about 'realism.' I simply feel that there should be a coherent relationship between fluff and crunch when it comes to a rpg. Look at Worlds & Monsters, the D&D 4E preview book, I didn't get the impression that the game would be anything like how it actually turned out. For me, I would say I had a misconception about what the game was supposed to be clear up until a little after Manual of The Planes was released. I kept thinking "well, it's a totally new way of doing D&D, so maybe they're still working on some aspects of the game that will come out later." IIRC, that is in line with the language which was being used by WoTC at the time as well. As I had what I feel was a lot of D&D brand loyalty, I trusted in what was to come, but it never came. On that note, I am brought back to a piece of negativity that I have toward 5E. I understand the idea of a modular game. (At least I think so; I've admitted elsewhere that maybe my understanding of the word is different than how they mean it.) The core actually does seem like a fun game, but certain elements give me an idea that the core will turn out to lean toward a certain style. I've also read interviews and listened to podcasts in which some of the things I'd like to do with the game -modules I would like to have- probably won't even be looked at until a year or two into 5E's life cycle. I don't want to start buying into a game only to realize that there is no intention of giving me the pieces to play the game the way I would like to. Overall, I think the biggest hurdle for WoTC right now is communication with their fanbase. I think that hurdle goes both ways. Not only do I feel they need to do a better job of speaking to their fanbase, but they also need to do a better job of taking the time to listen. When I say listen, I do not mean they have to do what we say. By all means, they should certainly feel they have the freedom to ignore it. I do not doubt that some of what we say as a community is rubbish. However, I said elsewhere that I personally do not believe they understand what I want and/or why I did or didn't like certain aspects of the last two editions. I think that misunderstanding comes from poor listening skills, and there's a difference between hearing and listening. So, in short: I think the core of the game should give a coherent relationship to fluff and crunch. I think WoTC needs to learn how to communicate with their fanbase better. [/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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