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ZWEIHÄNDER Reforged: Talking With Daniel D. Fox (World of Game Design)
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<blockquote data-quote="This Effin’ GM" data-source="post: 9275845" data-attributes="member: 6801323"><p>So I can’t speak for Daniel and the higher ups on this, but here’s my perspective on all of that in general</p><p></p><p>1. Errata is hard to pin down for me. Is errata rule clarifications / mistakes to the original game that are being fixed now? If so I don’t think any of us should have to pay for that. I made a video about this discussing Xanathars guide for fifth edition and how I personally feel that it and Tasha’s were basically playtests for one d&d as well as errata for original 5e and while there was some neat stuff in it, half of both of those books felt like I was paying for what should have been free fixes. SOME of the changes in Zweihander reforged would likely be categorized this way by some.</p><p></p><p>This stated: there’s errata and there’s net new. Many of the changes I have been a part of in Zweihander reforged are net new, designed to make the gameplay feel different than it did before. This is different than errata to me, as the game play is fundamentally different. Examples would be how supply works. That’s not a fix to previous, the old way works just fine. But supply works differently in reforged. It’s a different mechanic altogether.</p><p></p><p>2. Lots of ttrpgs do a “reforged” edition of sorts. Call of Cthulhu has remained much the same since the game first came out but every few years we get an edition that improves upon the last and incorporates a ton of errata, editing fixes, but ALSO includes content not seen before, and overall gameplay changes that aren’t covered by errata. I don’t feel CoC gets a lot of heat for that, but I’m not as tapped in to that overall community so I could be wrong.</p><p></p><p>3. I think there hits a point in any ttrpg lifecycle that any creator who has the ability to would update the game in some way. Sometimes it’s a case of lessons learned. Sometimes it’s a case of innovations overall in the ttrpg game space that you realize would have been awesome had they known about it when the original was created. Sometimes is about keeping income coming in. There’s a lot of reasons to do it and for me, sometimes hitting the reset button so you can build a towards a new future is what’s needed.</p><p></p><p>I’ve never really asked Daniel WHY a change in this way was his desire. What I do know is that he has a different vision for the game than what he had before. Zweihander was his first and most well known ttrpg and after 7 years of being in the industry, I really think he just wants to show the world and himself that it can be better and will be moving forward. </p><p></p><p>But not everyone needs or wants that and that’s ok too.</p><p></p><p>Anyway, That’s a long winded way for me to say “I dunno, never asked” <img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="This Effin’ GM, post: 9275845, member: 6801323"] So I can’t speak for Daniel and the higher ups on this, but here’s my perspective on all of that in general 1. Errata is hard to pin down for me. Is errata rule clarifications / mistakes to the original game that are being fixed now? If so I don’t think any of us should have to pay for that. I made a video about this discussing Xanathars guide for fifth edition and how I personally feel that it and Tasha’s were basically playtests for one d&d as well as errata for original 5e and while there was some neat stuff in it, half of both of those books felt like I was paying for what should have been free fixes. SOME of the changes in Zweihander reforged would likely be categorized this way by some. This stated: there’s errata and there’s net new. Many of the changes I have been a part of in Zweihander reforged are net new, designed to make the gameplay feel different than it did before. This is different than errata to me, as the game play is fundamentally different. Examples would be how supply works. That’s not a fix to previous, the old way works just fine. But supply works differently in reforged. It’s a different mechanic altogether. 2. Lots of ttrpgs do a “reforged” edition of sorts. Call of Cthulhu has remained much the same since the game first came out but every few years we get an edition that improves upon the last and incorporates a ton of errata, editing fixes, but ALSO includes content not seen before, and overall gameplay changes that aren’t covered by errata. I don’t feel CoC gets a lot of heat for that, but I’m not as tapped in to that overall community so I could be wrong. 3. I think there hits a point in any ttrpg lifecycle that any creator who has the ability to would update the game in some way. Sometimes it’s a case of lessons learned. Sometimes it’s a case of innovations overall in the ttrpg game space that you realize would have been awesome had they known about it when the original was created. Sometimes is about keeping income coming in. There’s a lot of reasons to do it and for me, sometimes hitting the reset button so you can build a towards a new future is what’s needed. I’ve never really asked Daniel WHY a change in this way was his desire. What I do know is that he has a different vision for the game than what he had before. Zweihander was his first and most well known ttrpg and after 7 years of being in the industry, I really think he just wants to show the world and himself that it can be better and will be moving forward. But not everyone needs or wants that and that’s ok too. Anyway, That’s a long winded way for me to say “I dunno, never asked” 😅 [/QUOTE]
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