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Worlds of Design: To Move or Not to a New Edition?
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<blockquote data-quote="univoxs" data-source="post: 8317186" data-attributes="member: 6668320"><p>New editions are like Microsoft Windows versions. I let everyone else jump first and get beat up while I hold back to see if it is worth getting into, or possibly skipping. </p><p></p><p>If it weren't for wanting to get into gaming at my local shop, I would probably never have touched 5e but I will be running my first game of D&D 5e this week actually. Some games needed new editions badly to fix rules. Vampire was like this. While I prefer the setting of oWoD, nWoD vastly improved the rules of the game and was much needed. I ran a hexcrawl D&D 3.5 for the last year and have vowed to never use that system again. It made me remember why Pathfinder was so exciting with how many things it fixed.</p><p></p><p>I would think publishers need new editions more than the players do. Did Pathfinder players need a 2e or did Paizo need it? I have no problem with a publisher wanting to make money. People gotta eat and I wish anyone designing a game all the success in the world.</p><p></p><p>We hear Hasbro leaves WotC alone but the moment sales slump, they are going to make WotC do something to drive numbers back up and a new edition will be that thing. We would see a D&D 6e pretty quick if PF 2e had made a real impact.</p><p></p><p> What new editions need most in content, not settings, but adventures to get players and GMs going quickly. This is a tangent but something that holds back a lot of these beautiful licensed games that are coming out is the lack of adventure materials. Some of these games set up some elaborate systems but without examples of how to use them at the table. The best way for a GM to understand how to design an adventure or campaign for a paticular game is to read a pre-written one. I think the history of magazines for D&D have gone a long way in developing GMs ability to design adventures just based on reading so many, even if they don't use them.</p></blockquote><p></p>
[QUOTE="univoxs, post: 8317186, member: 6668320"] New editions are like Microsoft Windows versions. I let everyone else jump first and get beat up while I hold back to see if it is worth getting into, or possibly skipping. If it weren't for wanting to get into gaming at my local shop, I would probably never have touched 5e but I will be running my first game of D&D 5e this week actually. Some games needed new editions badly to fix rules. Vampire was like this. While I prefer the setting of oWoD, nWoD vastly improved the rules of the game and was much needed. I ran a hexcrawl D&D 3.5 for the last year and have vowed to never use that system again. It made me remember why Pathfinder was so exciting with how many things it fixed. I would think publishers need new editions more than the players do. Did Pathfinder players need a 2e or did Paizo need it? I have no problem with a publisher wanting to make money. People gotta eat and I wish anyone designing a game all the success in the world. We hear Hasbro leaves WotC alone but the moment sales slump, they are going to make WotC do something to drive numbers back up and a new edition will be that thing. We would see a D&D 6e pretty quick if PF 2e had made a real impact. What new editions need most in content, not settings, but adventures to get players and GMs going quickly. This is a tangent but something that holds back a lot of these beautiful licensed games that are coming out is the lack of adventure materials. Some of these games set up some elaborate systems but without examples of how to use them at the table. The best way for a GM to understand how to design an adventure or campaign for a paticular game is to read a pre-written one. I think the history of magazines for D&D have gone a long way in developing GMs ability to design adventures just based on reading so many, even if they don't use them. [/QUOTE]
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