tag:blogger.com,1999:blog-9209855737812016509.post84319181263360348..comments2024-03-27T10:03:08.323-07:00Comments on Methods & Madness: Players don't need the rules (Old School Ramblings)Eric Diazhttp://www.blogger.com/profile/09196219031821755216noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-9209855737812016509.post-86228748053595189232021-03-11T05:43:48.531-08:002021-03-11T05:43:48.531-08:00Yes, like you and Ruprecht said, this is probably ...Yes, like you and Ruprecht said, this is probably the goal. They've managed to sell more books, but the game became harder for beginners, and less enjoyable to some older players.<br /><br />I'm not sure there is an easy solution for this... they must sell stuff to make a profit. So the games becomes too bloated, until we need a new edition, etc.Eric Diazhttps://www.blogger.com/profile/09196219031821755216noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-52311583247042739532021-03-10T09:25:17.343-08:002021-03-10T09:25:17.343-08:00Ryan Dancey, former brand manager of 3e D&D pu...Ryan Dancey, former brand manager of 3e D&D publically admitted as such. His argument is that by focusing on players rather than DMs, the number of players would grow thus making it easier for DMs to find players. And it would also make more money for WotC. Win-Win for everyone. Sounded great in theory...Grymlordehttps://www.blogger.com/profile/15076124707297877638noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-68879246761995040732021-03-09T11:16:33.365-08:002021-03-09T11:16:33.365-08:00I have long suspected that this is a primary reaso...I have long suspected that this is a primary reason for Feats and splatbooks, to get players to purchase product and thus vastly expand the market.Ruprechthttps://www.blogger.com/profile/00139664977453444000noreply@blogger.comtag:blogger.com,1999:blog-9209855737812016509.post-88726601337183113612021-03-09T10:10:30.751-08:002021-03-09T10:10:30.751-08:00I heartily agree that players don't *need* to ...I heartily agree that players don't *need* to know the rules. However, I think there is a natural desire to 'beat the combat game.' That is, when an RPG has a lot of combat, players naturally seek out all possible tactical advantages including using the rules to their advantage. Whereas in games that have a lot of problem solving and NPC/Creature interractions, then the desire to master the rules is less.<br /><br />Therefore our challenge as GMs is to give players every opportunity to overcome challenges with creativity rather than combat.<br /><br />Personally, my challenge is that my teenaged son fantasizes about playing a "bad-ass" sniper based on some anime/manga character (he's a huge fan of anime & manga). His friends have similar fantasies and they often compare these anime/manga characters in the same way that my friends and I used to argue about Marvel & DC superheroes when we were teenagers (e.g. Superman vs. The Hulk). So I am trying to show my son that D&D can be so *much* more than combat. Hopefully I will succeed before he gets sucked into the 5e vortex.Grymlordehttps://www.blogger.com/profile/15076124707297877638noreply@blogger.com