David Witanowski wrote: But the question still remains- Is D&D being effectively marketed to a younger customer base? And, as previous posters have pointed out, I'm not asking "is D&D being dumbed down for kids?" I'm really just curious about the effectiveness of their marketing efforts. I question more than marketing. I think the product is priced beyond the reach of many consumers within the target market. I think pre-4e versions benefited from a (sometimes misleading) sense that you could buy three books, at relatively little expense, and have enough to play. Few seem to believe this is still true. Two more cents.
Well, I've been off the boards for a while, and I should know better than to come in with a criticism... but: IMO it's a collection of old maps, new monsters, and less story than the original. I got it for free, so I suppose I shouldn't expect much. If I reasonably take it to be an ad for their product line, it's not doing what it should -- it doesn't excite me about 4e products, nor does it offer much promise for future Greyhawk products :( Your mileage may vary :)
Tatterdemalion wrote: Actually, they didn't say that until an increasingly-vocal element criticized KotS and SoW for it's omissions. At that point WotC explained, for the first time, that such a move was deliberate. TheNewGuy wrote: It's my understanding that WotC has been saying this since before they announced 4e. A quick look back over the history of TSR shows that partitioning your market in this industry leads to financial disaster. A look back over the editorials on Wizards.com over the past two years shows instances when they said this... I think you're misunderstanding some of my criticism. I understand the argument against well-developed campaign worlds and linking the game to them. WotC was very specific in its statements in that regard. It's a decision that I regret them having to make, but I neither resent nor criticize it -- that's just one of those unpleasant business decisions. They did not say that their products would stop including detailed NPC backstories, or detail about locations not necessarily tied to pre-planned skill challenges or tactical encounter -- not until they were forced to defend the content (or lack thereof) of Scales of War. This was a surprise to many, and criticized by 4e supporters and detractors alike. I agree 200% about the value of Paizo's material, and it's value as inspiration. What deeply concerns me is that WotC doesn't see any value in providing similar material themselves -- in fact, I've yet to see compelling evidence that they think it's important at all. The whole thing is very frustrating to me. I love certain parts of the rules (most especially the new magic system). But they've lost interest in elements that are important to me as a DM, and other elements that are important to my group as players (which has greater impact on which version we play). It's just a lose-lose situation for me, so far. I hope that changes :(
Tatterdemalion wrote: WotC has evidently decided that encounter design philosophy is the preeminent focus of the game... Sebastian wrote: I'm not sure I agree with that statement. The general trend since 3e has been towards rules-heavy books over campaign settings and adventures... In hindsight, I think you might be right. My claim is probably a bit exaggerated and unfair... Sebastian wrote: Paizo provides inspiration, WotC saves me time... This is a great way of expressing what I miss. 4e is notably (and universally, IMO) lacking in that inspiration, and their campaign/AP products continue the pattern. My problem is that, as a DM, I need the inspiration more than I need the rules.
TheNewGuy wrote: It's a deliberate omission because WotC said they would be omitting that going forward. They're basically taking D&D back to basics and making the decision to write something once and make it useful to everyone rather than write something and have it only be useful to Dragonlance fans, for example. It's very much like the "good old days" of D&D except with a more streamlined rule system. Actually, they didn't say that until an increasingly-vocal element criticized KotS and SoW for it's omissions. At that point WotC explained, for the first time, that such a move was deliberate. And I'm not suggesting they return to a format tied to specific campaigns. I simply want more detail for NPCs and settings to better facilitate flexibility and roleplaying -- rather than providing a bare framework of skill challenges and tactical encounters. TheNewGuy wrote: Maybe this makes DDI material useless to you and your group. That's fine. It sounds like you decided a while ago that it was going to be, which is also fine. Yes, it does severely limit DDI's value to us. It does NOT sound like we decided that a while ago, because NO ONE outside of WotC was aware that DDI would exhibit this focus until about a month after SoW was released. Please stop implying any sort of enthusiasm or rush on my part to reject 4e or DDI. I'm happy to discuss the strengths and weaknesses of the game. I'm not happy to accuse one another of unfair bias.
Jeremy Mac Donald wrote: The other big one is I'm a player in 4E. I'm not sure how much I want to pay attention to anything. One of the nice things about being a player (especially after DMing for many years) is that you don't have to work your ass off, you can just sit back and enjoy. The DM has all the power but he also has to do most of the work. I envy you so -- I'm our only serious candidate for DMing :/ In fact, if I was a player (and didn't have to do campaign development stuff) I'd be pushing our group to give 4e more of a chance.
Tatterdemalion wrote: WotC's position seems a bit self-contradictory -- it assumes people want to do a lot of the work themselves, but producing a campaign presupposes that they need and/or want someone else to do the work. TheNewGuy wrote: I think you might be creating contradictions because you want there to be some. Then you'd be wrong. I've bought the core rules, and I like a great deal that I see. I want the game to succeed. That doesn't compel me to ignore its shortcomings and omissions. Perhaps you just don't want to see those contradictions. Regards.
Tatterdemalion wrote: And I find it passing strange that WotC's new products deliberately omit the elements that best define and distinguish the campaigns gamers have most admired and loved -- for 30 years. TheNewGuy wrote: I expect that verse 9,234,543 of this song will be the same as verse 1. Until someone can explain this deliberate omission -- yes, it will be. WotC has evidently decided that encounter design philosophy is the preeminent focus of the game -- in the rules, and in the campaigns released. This is not the lesson that the game's history has taught, important though it may be. I won't accuse you of disregarding the question if you don't accuse me of caring about the question :)
Tharen the Damned wrote: But some might have their intricate homebrew campaign setting. Those are looking for a skeleton storyline and complling encouters to fill out the gaps. That is SoW. I agree with everything you say. For what it's worth (perhaps not much), my experience is that most DMs that put in the time and effort to create a campaign world also put in the time and effort to make dungeons, campaign plots, and encounters. That's my experience -- I don't know how many DMs are actually like that, nor do I think everyone should be. WotC's position seems a bit self-contradictory -- it assumes people want to do a lot of the work themselves, but producing a campaign presupposes that they need and/or want someone else to do the work. And I find it passing strange that WotC's new products deliberately omit the elements that best define and distinguish the campaigns gamers have most admired and loved -- for 30 years.
Matthew Koelbl wrote: But I think there is an argument that having a useful framework is a benefit, and that it isn't an inherently flawed goal to focus on greater portability and customizability without having to worry about details so intricate as to be almost immutable. I agree that such an argument exists. But rich, detailed backdrop and character development has been a defining hallmark of the game's best campaigns for over 30 years. Agreement on this point has been nearly universal. While the current model may have defensible points, history suggests it's the inferior choice. I don't see value in defending such a choice. The claim that previous campaigns include "details so intricate as to be almost immutable" is a distortion. Few hold such an opinion, and the language discredits past campaigns better than it describes them. Regards :)
TigerDave wrote: ...So, yeah, I *did* buy a subscription... I'm neither reading the materials nor using the tools. Are you playing 4e? My opinion is that the stuff WotC is putting out is pretty high quality -- if only we were playing 4e. Interestingly, I don't think any of the new material generates useable ideas for previous versions -- no cool plots, setting, or characters to steal, and certainly adapting monsters and mechanics is difficult, at best. This is (IMO) a new and annoying phenomenon. Is anyone else noticing this to be true... or untrue?
David Fryer wrote: I really liked the primary chart which shows that with the exception of Nader and Kucinich all of the candidates were right wing to varying degrees. I especially liked how Mike Gravel was farther right than any other candidate except Newt Gingritch, Ron Paul, and Tom Tancredo. I think that's an interesting lesson for us Americans. By international standards, even the most left-leaning of our (mainstream) politicians is pretty conservative.
David Fryer wrote: They just made that up during the 2000 election. Prior to that, there was no talk of red states and blue states, we were just states. Granted, originally It was just a useful graphic trick to show how the states voted, but now that we have been using it for almost a decade it has just become one more box to try and squeeze us into like the ethnic, gender, and economic boxes. I will now step down from my soap box and yeild the floor to someone else. Actually, I think they changed it in 2000. Prior to that, Democrats were red (to imply a more leftist-leaning) while Republicans were blue (sort of the party of blue-bloods, or whatever). One of the networks decided to switch it. Red was obviously associated with communism, so was arguably a negative association for the Democrats. The theory was that assigning red to the Republican party wouldn't be be construed as leftist/communist by anyone. Regards :)
Sebastian wrote: ...Please let me enjoy my cheerios, urine free. Allen Stewart wrote: Why thank you, your exaltedness, for setting me straight... Scott Betts wrote: ...Furthermore, you need to tone down the sarcastic rhetoric. It's not needed here. You were corrected and refused to acknowledge it, instead turning back on those who corrected you and acting like you're somehow being persecuted. When you're corrected, the polite thing to do is to thank the person who corrected you for setting you straight. Calling Sebastian's response a 'correction' is being generous. Suggesting that it merits a polite response is passing strange. You're being very selective in your scolding. No offense, Sebastian -- BTW, get rid of that sissy avatar! :P
TheNewGuy wrote: But WotC made a really fun game, and it very much feels like D&D to play if you let it. Not really arguing, but my group wanted to "let" it feel like D&D, and it didn't quite make the cut. There are some nice improvements, and there are some changes we don't want. D&D is many things to many people. 4e fits the bill for many, and doesn't for many others. I'll concede that some of the people in the second group aren't giving it a chance, but many are. Regards :)
Sebastian wrote: Oh god, not the argument about the excluded "core" material again. I thought that horse died... Wise though your words may be, they're futile. Arguments like these are like undead -- they rise endlessly from the grave, smell bad, and poison everyone they touch. I'm not criticizing anyone -- I've cast animate dead a couple of times myself :/
magdalena thiriet wrote: Sons of Kyuss is similar, sounds like Kyuss is not an equal-opportunity recruiter and there are no females (or maybe women are immune to Kyuss worms?) This one bothers me less, or not at all. We're talking loathsome, undead creatures. Gender identity strikes me as irrelevant and meaningless.
jocundthejolly wrote: However, it is understood that the use of 'he' does not exclude women. Furthermore, it is the male pronoun which is being neutered, so maybe men have a gripe here. And finally, using 'he' does not diminish anyone, so I don't see it as a big deal at all. Of course, therein lies a lot a problem -- some choose to "understand" otherwise, and believe that English gender-neutral forms are a willful, systematic prejudice against women. To be fair, this is easy for an upper/middle-class white male like me to say :) To get back to the topic, and answer a recent post -- I agree, lizardmen and mermaid are, from a gaming point of view, needlessly gender-specific (especially mermaid, which was never intended to refer to males).
Tarren Dei wrote: Can you give an example of where the word has been used deceptively to assign a false etymology to the word history? The link I provided says that this word has been used to critique the subject 'history' not the word 'history' but that the anti-PC crowd have deceptively claimed that the feminists falsely understood the etymology of the word. TD: I had not seen your link before I posted my comment -- it was very informative. My experience is limited to a relatively-few (less than 10) personal encounters. In each case, the word was used in such a way to disparage an assumed gender-bias in the word history -- this assumption was verified when I questioned the usage. From your link: archives.stupidquestion.net wrote: All that being said, it is the “herstory”-bashers who are usually more in need of a history (and etymology) lesson. Ridiculing “herstory”-users as ignoramuses is in most cases pretty sexist itself. While I am pleased to see that the origins of the word are not as stupid and blindly-prejudicial as I had thought, this poster seems to ignore that it's use reflects -- with some frequency -- the level of ignorance he or she decries.
First, I'll say I should never get into these discussions -- I'm just asking for trouble. I'll also warn readers that I find fault with political correctness as often as I approve of it. However... magdalena thiriet wrote:
With respect, I think the origin and primary use of this word invalidates any useful application. IMO the word "herstory" is the single most offensive (and abusive) example of political correctness. Its use assigns a non-existent gender bias to the word "history." There are plenty of valid, honest criticisms to be made -- this practice is little more than lying. I abhor attempts to establish moral high ground through the use of deceit. A big pet peeve of mine. Regards all :)
Tharen the Damned wrote: Other way round with me. I happily play 4th but don't want to run it as DM. 3.5 is still my game of choice as DM. ProsSteve wrote: I'm still not set either way as yet. I think I prefer DMing 4th Ed to 3.X and see a potential for longevity of campaigns... 3.5 is our ruleset of choice, too, but I think ProsSteve touched on 3.5's biggest failing -- the rules at high level are a bit fragile at best, and maybe irreparably broken (depending upon who you ask). 4e permits stable play at high levels, simply because it keeps the power curve very shallow -- almost flat. There's no such thing as a 10d6 attack in 4e, for example.
Durin1211 wrote: Does anyone else find the Wotc website overly confusing. Does anyone not? Funny thing is, they responded to some online criticism -- specifically, they improved the quality of a troll pic that was on the page. The criticism, though, was thoughtful, specific, and comprehensive -- it went far beyond the quality of a single image, and addressed far more important points. That seems to have been lost on WotC -- which is not a new story. There are reasons colleges offer classes in Web Design nowadays -- WotC's site is one.
Durin1211 wrote: Will I get hopelessly confused? In many ways, the 4e rules are a thing of beauty. Quite a few posters have said they memorized all the rules within a couple of gaming sessions. This is in brutal contrast with 3.5 which, though I still prefer the system, is certainly too complex -- the fact that the Rules Compendium is so useful demonstrates that. IMO you should find 4e easy to learn and remember.
Varl wrote: I agree. They don't have to lose money. They simply have to keep DDMs at an acceptable level of detail and quality, and they'll have my money. If they don't, they won't. Not to argue, but I think part of the point (and WotC's big problem here) is that they can't maintain both the previous quality and economic viability. I'll take inferior minis over none any day -- especially when they are no longer randomized. I might get fewer for my money, but I'll get more useful ones.
TGZ101 wrote: A little preparation on my part as the DM helps find at few other possible outcomes but you still never know what the PCs might try. This has always been a problem with modules so I'm not really blaming it on the delve format too much. My group tends to be wildly creative at times, so too much preparation on my part is usually wasted. Which is part of the reason we spend little time in combat -- their plans tend to put monsters at severe disadvantage, sometimes finishing battles before they begin. They're like PC versions of Tucker's kobolds :) And the craziness of their schemes makes play soooo much fun.
ProsSteve wrote: To be honest I find it difficult to read entries that seems to have generally no constructive content in responses and have a high number of small digs about the genre, '4E supplements as expensive band aids' 'rather glaring omissions' and other similar. Please try something constructive and on topic. I regret that my post was so upsetting to you -- I'll try to conform better to your expectations. I will also try to maintain the high standard of courtesy set by your response.
Jeremy Mac Donald wrote: My 3.5 Maure Castle Game has less out and out combat and a lot more problem solving though it might have even less actual role play as 'getting to know each other' is not a big part of Maure Castle - its more a 'scream like a girl' type environment. Yeah, that kind of adventure is great for my group. I've got MC waiting on my bookshelf, but we tend to dislike the complexity of play at those levels. My group likes the thinking part of the game. They love outsmarting monsters, and they often force encounters to play out diffently from the way a module intends. At the risk of taking us off-topic, that's the main reason we dislike the delve format -- my group is good at surprising the monsters, or luring them out of the room(s) they're in, or just mucking up the villains' well-laid plans. Delve format is (IMO) designed for set-piece combats -- which makes it wasted time and space for me.
ProsSteve wrote: So far one of the major complaints that has been following 4th ed is the limited at wills. This is especially prevalent when most of the PC's play humans and if are of the same class they only have 4 choices to choose 3 from. As you can imagine there is a lack of variation due to this. Has anyone out there come up with new At-Wills they'd like to share? My group (in our limited time with 4e) didn't find a problem with this -- we think it's still a a big improvement from earlier editions. Most of us also think that, once you get a few levels, daily and encounter powers (which do offer more variety) will be used often enough that the limited at-wills will probably be less noticed. And, of course, more books will improve the situation -- if you find that a suitable solution. My group tends to see 4e supplements as expensive Band-Aids, necessary because the first three books have some rather glaring omissions. We've bought few 3.5 supplements for our campaign (perhaps four or five between all of us), and don't want to feel compelled to change our spending habits.
kessukoofah wrote: Using the old "well why can't i invent steam power?" question to invent cars and tanks. mostly because it makes me break the whole fantasy feel by saying because i said so. I still don't have a decent answeer to that. Because, in this world where fireball and teleport work, the ideal gas law does not -- hence no steam engines. Which, incidentally, will also explain why gunpowder won't successfully propel bullets at lethal velocities.
kessukoofah wrote: Using the old "well why can't i invent steam power?" question to invent cars and tanks. mostly because it makes me break the whole fantasy feel by saying because i said so. I still don't have a decent answeer to that. Because, in this world where fireball and teleport work, the ideal gas law does not -- hence no steam engines. Which, incidentally, will also explain why gunpowder won't successfully propel bullets at lethal velocities.
TheNewGuy wrote: We haven't found it to be lacking in anything... While we have, it isn't my intention to list what we perceive to be 4e's shortcomings. My suggestion that one version of D&D might be deficient can only get us off-topic. Sorry about that inadvertent derailment :/ Instead, I'm trying to compare my group's gaming style with that of others.
Matthew: Obviously we're going to disagree on a lot of stuff. I think my opinions and statements are defensible positions, and I'm not alone in holding them. That doesn't mean I'm right, but it should discourage dismissing such claims out of hand. I'm just voicing my opinions. I think point-by-point arguments intended to prove people right or wrong are unlikely to do anything beyond re-igniting flame wars. One one point, though: Tatterdemalion wrote: the three core books are no longer considered 'core,' and are not considered self-sufficient for play (by WotC's own admission) Matthew Koelbl wrote: Now that is just incorrect. The three core books are certainly considered core. So is everything else. That's a misuse of the word. It's impossible to say, in English, that everything in the system is 'core' -- it contradicts the word's meaning. WotC is no doubt continuing to use the word to discourage the notion that certain books are less important than others, an idea which is inimical to their profits. If they stop using that word, my objection disappears. But so does any pretense that the first three books are sufficient to satisfy most players. My claim that the first three books of 4e are not self-sufficient for play was just plain wrong. I meant to suggest something different, and my words were poorly chosen. I don't mean to offend with any of this. These are just some of my reasons for no longer buying WotC products. Regards again :)
TheNewGuy wrote: For us, 4e has been great because combat is more tactically interesting and that's where we spend our time. That's such a great way of putting it -- tactically interesting. Unfortunately, my group no longer has any interest in switching; what 4e offers us doesn't make up for what it lacks. Personally, I'd kill to find a way to effectively integrate 4e's magic system into 3.5.
ProsSteve wrote: Please define 'Out Of Combat' , are you talking about walking around roleplaying, checking for traps, falling down traps or actual out of a situation, walking around town sort of thing? I mean periods that are not dominated by dice-rolling. The occasional Streetwise roll (as an example) wouldn't count, but rolling against things that immediately threaten damage (like traps) most certainly counts as combat, for my purposes. My group, for instance, spends lots of time planning and interacting with NPCs (important or otherwise). They also spend lots of time straying from the plotline, and force me to roleplay NPCs for whom there are no prepared stats. In fact, we've had sessions where they've never even gotten to the planned adventure.
Matthew Koelbl wrote: ...I'm not saying the price can't be questioned, just that it clearly is enough of a matter of debate that calling it a scam or "shameless exploitation" is rather absurd.Matter of opinion (and debate, as you admit). The entire platform is obviously retooled across the board to dramatically increase profit:
All of these changes are arguably to the detriment of players -- all of them. While I certainly don't begrudge WotC the right to make money, presumably there's a point beyond which their schemes become brazen and excessive. I believe that point has been reached and passed. If not now, then at what point should I call their behavior shameless? And for the record, I didn't suggest this is a scam -- that's a very different thing. All this said, I think the product is good -- it's just not for me, or my group. Regards :)
ProsSteve wrote: Each round is very different for each characters. The priest is calling holy healing onto the others whilst calling aiding blessings as he attacks, the rogue is dodging around cutting at the legs of enemies to force them to where he wants them, The human fighters lack a bit of variation(3 out of 4 At-Wills) but are played very differently from each other(ones a brash barbarian type who goes into battle swinging, whilst the other is a mace and board fighter and more intelligent). That's my point -- combat rules and choices are excellent, but we feel 4e rules offer little or nothing to define a character beyond those combat stats. It's not a question of good or bad, just what style of play we prefer -- and whether or not 4e improves those specific aspects of play. We don't think it does. Though for the record, we've come to really dislike the new paradigm on magic items. In our game, magic items are powerful items that can define a character's abilities -- not so with the new rules. 4e defines magic item powers very narrowly, and almost universally in terms relevant to combat. My group, in contrast, loves items that are not defined primarily in terms of combat abilities. The decanter of endless water was a good example. As first glance, it seems rather pointless. But it's neat, and with a little imagination can offer all sorts of roleplaying opportunities. Neat magic items are a thing of the past. I think the imaginative use of magic items is something WotC is trying to prevent -- it's potentially unbalancing. By their own admission, great pains were taken to limit the effect of magic items in play. Just my two cents -- again, your mileage may (and likely will) vary :)
Varl wrote: I've always wondered what makes a company replace a guy that's proven to deliver quality for the guy that doesn't when you know it will have to have an effect on the line, which hurts the entire company. Shortsightedness. Yep. In hindsight, these decisions can seem profoundly stupid. What WotC did was replace an ailing product line with crappier products. How, exactly, did they think that would increase customer demand?
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