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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="CharlesRyan" data-source="post: 5413503" data-attributes="member: 5265"><p>Inspiration.</p><p></p><p>Seriously, that's what we buy when we buy the next game book, whether it's crunch or fluff or whatever. As gamers, we have a hunger for new ideas, a new spark to set off new ideas and experiences--interesting character concepts and twists for our adventures and compelling aspects of our campaign worlds.</p><p></p><p>You can get that from rules, from background fluff, and even from gaming advice. You even (or perhaps especially) get it from the artwork in the books.</p><p></p><p>Matt's point is pretty specific: We don't need more rules for combat. But more broadly, it's that additional combat rules are no longer providing inspiration, because we have enough on that topic. We need some attention paid to the other aspects of the game (particularly the aspects that set RPGs apart from MMOs and other activities competing in the same brainspace).</p><p></p><p>Maybe that attention needs to be in the form of rules--rituals, out-of-combat powers, skill challenges, whatever. Or maybe it needs a different form. The key thing is that D&D needs to continue to engage and inspire, and more combat probably isn't going to do it.</p><p></p><p>Done properly, there's always more to write when you're writing to inspire. And as long as you're inspiring, people will keep buying your stuff.</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 5413503, member: 5265"] Inspiration. Seriously, that's what we buy when we buy the next game book, whether it's crunch or fluff or whatever. As gamers, we have a hunger for new ideas, a new spark to set off new ideas and experiences--interesting character concepts and twists for our adventures and compelling aspects of our campaign worlds. You can get that from rules, from background fluff, and even from gaming advice. You even (or perhaps especially) get it from the artwork in the books. Matt's point is pretty specific: We don't need more rules for combat. But more broadly, it's that additional combat rules are no longer providing inspiration, because we have enough on that topic. We need some attention paid to the other aspects of the game (particularly the aspects that set RPGs apart from MMOs and other activities competing in the same brainspace). Maybe that attention needs to be in the form of rules--rituals, out-of-combat powers, skill challenges, whatever. Or maybe it needs a different form. The key thing is that D&D needs to continue to engage and inspire, and more combat probably isn't going to do it. Done properly, there's always more to write when you're writing to inspire. And as long as you're inspiring, people will keep buying your stuff. [/QUOTE]
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