Re: Layoffs time at WotC
Posted: Mon Jun 27, 2011 10:19 pm
Huzzah!Ghul wrote:...I have clung to what may be called a "misguided loyalty to Gygaxian gaming"...
Huzzah!Ghul wrote:...I have clung to what may be called a "misguided loyalty to Gygaxian gaming"...
"Bend and twist" suggests an uncomfortable, unnatural, illicit act of distortion. He seems to be saying that the referee's process of questioning and adapting the rules to suit his needs is unnatural, unwelcome or inappropriate. In truth, adaptation, deletion, emendation, expansion, and revision are all processes which are perfectly natural and human. It's about a critical examination and ultimate personalisation of the ruleset--not blind rote memorisation and strict adherence--the last two concepts Mearls seems to regard as requisites. The bewildering, marvelous diversity of rules-interpretations (and expansions) has injected a vital lifeforce into the hobby. Regarding the rules an inalterable Holy Writ can only stiffle the human drive to adapt, experiment and alter. Gamers want customisation, as if that act makes a corporate product theirs, but the corporation wants their product unchanged by the consumer, who, apparently, has no right to impose its minuscule will on the output of the mega-entity of the corporation.In the AD&D days, the rules had enough leeway for DM judgment calls that a group could bend and twist the rules to fit the DM’s feel for how things should work.
I.e. (corporate) design, and following it unquestioningly = GOOD, while the referee's and player's acts of alteration = BAD.Thus, while the design might have pointed in one direction, DMs can and did alter the game as they saw fit.
Um, no. Let me correct that for you: "The rules became more complicated and harder to use."With the release of 3rd Edition, we saw a new trend that 4th Edition only strengthened. The rules became more comprehensive and easier to use.
Wrong yet again. "A referee was no longer allowed to question the judgement of the Omniscient Designers, and it became much harder to play the game as written, as sessions were derailed by more heated arguments gestated in the labyrinthine matrix of the corerules."A DM was still free to modify them, but it became a lot easier to just use the rules as written.
Heh. WotC editions are the sad, long story of greasing the squeaky wheel. Anti-DM sentiment was, at least when I was reading their boards, very, very loud.ThirstyStirge wrote:The wording of his post bugged the hell out of me. I can't quite put my finger fully upon how or why.
"Bend and twist" suggests an uncomfortable, unnatural, illicit act of distortion. He seems to be saying that the referee's process of questioning and adapting the rules to suit his needs is unnatural, unwelcome or inappropriate. In truth, adaptation, deletion, emendation, expansion, and revision are all processes which are perfectly natural and human. It's about a critical examination and ultimate personalisation of the ruleset--not blind rote memorisation and strict adherence--the last two concepts Mearls seems to regard as requisites. The bewildering, marvelous diversity of rules-interpretations (and expansions) has injected a vital lifeforce into the hobby. Regarding the rules an inalterable Holy Writ can only stiffle the human drive to adapt, experiment and alter. Gamers want customisation, as if that act makes a corporate product theirs, but the corporation wants their product unchanged by the consumer, who, apparently, has no right to impose its minuscule will on the output of the mega-entity of the corporation.In the AD&D days, the rules had enough leeway for DM judgment calls that a group could bend and twist the rules to fit the DM’s feel for how things should work.
I don't know what Mike really thinks. His whole post is full of political soft-stepping. Trying to appeal to his current customer base and not piss off everyone else. He's not doing a very good job of that latter, at least.Grr. This guy really burns me up.
Mmm. "Bend and Twist" reminds me of blacksmithing or other types of fabrication, which is an approach I can get behind, but I can see your point as well.ThirstyStirge wrote:
"Bend and twist" suggests an uncomfortable, unnatural, illicit act of distortion.
Should I PM you my address? I can always use spare 1e Players Handbooks, Monster Manuals, DMGs, etc.Clangador wrote:D&D is dead to me. All that we have that is truly ours are the retro-clones like OSRIC.
And that is pretty much what will happen to older versions, it will become a folk tradition. If the OSR is not a fad and survives a few decades from now, it will become the "oral tradition" of D&D. However, don't expect it to be as "pure", as in a few dozen years the tradition will get what others put into it, that experimentation.Clangador wrote:D&D is dead to me. All that we have that is truly ours are the retro-clones like OSRIC.
Dragonsfoot came online in May 2000, which makes the old school online community more than 11 years old. It's not a fad.JRT wrote:And that is pretty much what will happen to older versions, it will become a folk tradition. If the OSR is not a fad and survives a few decades from now, it will become the "oral tradition" of D&D. However, don't expect it to be as "pure", as in a few dozen years the tradition will get what others put into it, that experimentation.
That's a rather narrow definition of the OSR. Leaving aside Rule-sets, there are over 160 modules and supplements, made within the past few years and now available for purchase with more being created every day.JRT wrote:I didn't equate the OSR with "people who like the older D&D", but rather the current trend of retro-cloning the games. OSRIC was the first, but now it seems like there's dozens of people self-publishing a variant clone of OD&D or AD&D.
PapersAndPaychecks wrote:Dragonsfoot came online in May 2000, which makes the old school online community more than 11 years old. It's not a fad.JRT wrote:And that is pretty much what will happen to older versions, it will become a folk tradition. If the OSR is not a fad and survives a few decades from now, it will become the "oral tradition" of D&D. However, don't expect it to be as "pure", as in a few dozen years the tradition will get what others put into it, that experimentation.
Absolutely! Honestly, there's no telling how many people out there ignore WotC, the internet scene, etc. Hell, BitD my gaming group paid just about no attention to TSR at all! I was the only one who even read Dragon Magazine.AxeMental wrote: Never mind the likely many offline players who still have their books from the 80s and game with friends and their kids (I know of a few groups non of which have any interest of going online) this has come before, the guess was in the many thousands. Don't mistake the few hundred online active "old school" people (some of us cynical) as "all thats left". We online folks are a drop in the bucket just the most fanatic (I play many board games regularly but have never been to any of their websites or fan websites, yet here I am, so I'm a 1E fanatic). You can't have millions of copies of 1E floating around (in perfectly good shape) and people not playing it...not with so many with fond memories. If they are pulling out their old risk, monopoly, and life boards during holidays, you can rest assured they are doing the same with their 1E D&D books. You can take it to the bank.