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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="Korgoth" data-source="post: 5413415" data-attributes="member: 49613"><p>Whaddaya mean "next"? There is no "next".</p><p></p><p>The fact is that outside of combat, you scarcely need any <em>rules</em> for anything at all. So what is there to actually write? What is there to actually come up with? Just "fluff", basically.</p><p></p><p>See, the whole model of releasing a bazillion books full of rules and character crunch... it's something of a sham. "Oh boy, next month the Complete Book of I Have No Freaking Imagination comes out." You will hook some people into buying book after book after book after book of essentially the same regurgitated material. Some of the people reading this post right now will some day find themselves buying a book about Drow for 8th Edition D&D. And it will be about the same as all the other ones they've bought throughout their gamer existences.</p><p></p><p>The fact is, with a reasonable set of basic rules, like OD&D or Classic Traveller, you can spin out a lifetime's worth of role playing stories and always have more stuff to try. If you want something to be different you just tack on a house rule here, or snip one away there. You make your perfect game with a really minimal amount of time investment and never need to look back (if you want to turn D&D into a dreary hours-long slog of bag o' hit points reduction, ala 4E, you can do that too).</p><p></p><p>So how do you <em>make money</em> in this 'industry'? You first have to invent the industry. Because it's really just a nice little hobby. It doesn't need all these different products, or specialty stores providing whole lines of books, or authors who become well known personalities in the field. Actually, everything that anyone ever needed to have ridiculously awesome gaming for life came out in the 1970's and there's really no need for any further products whatsoever. At best, we can use fresh ideas on worlds, stories and the like.</p><p></p><p>But <em>game mechanics</em>? Come on. We don't need that stuff. But that's what the Industry has to sell to us, over and over and over again, to stay in business.</p><p></p><p>You say "What's next?" I say there hasn't been a "next" for at least 30 years. Role playing games themselves are a solved problem and have been for decades.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 5413415, member: 49613"] Whaddaya mean "next"? There is no "next". The fact is that outside of combat, you scarcely need any [I]rules[/I] for anything at all. So what is there to actually write? What is there to actually come up with? Just "fluff", basically. See, the whole model of releasing a bazillion books full of rules and character crunch... it's something of a sham. "Oh boy, next month the Complete Book of I Have No Freaking Imagination comes out." You will hook some people into buying book after book after book after book of essentially the same regurgitated material. Some of the people reading this post right now will some day find themselves buying a book about Drow for 8th Edition D&D. And it will be about the same as all the other ones they've bought throughout their gamer existences. The fact is, with a reasonable set of basic rules, like OD&D or Classic Traveller, you can spin out a lifetime's worth of role playing stories and always have more stuff to try. If you want something to be different you just tack on a house rule here, or snip one away there. You make your perfect game with a really minimal amount of time investment and never need to look back (if you want to turn D&D into a dreary hours-long slog of bag o' hit points reduction, ala 4E, you can do that too). So how do you [I]make money[/I] in this 'industry'? You first have to invent the industry. Because it's really just a nice little hobby. It doesn't need all these different products, or specialty stores providing whole lines of books, or authors who become well known personalities in the field. Actually, everything that anyone ever needed to have ridiculously awesome gaming for life came out in the 1970's and there's really no need for any further products whatsoever. At best, we can use fresh ideas on worlds, stories and the like. But [I]game mechanics[/I]? Come on. We don't need that stuff. But that's what the Industry has to sell to us, over and over and over again, to stay in business. You say "What's next?" I say there hasn't been a "next" for at least 30 years. Role playing games themselves are a solved problem and have been for decades. [/QUOTE]
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