Re: [bostongamers] Digest Number 385
> Date: Fri, 30 Jun 2000 17:04:45 -0400Ryan generally seems to think (and part of this comes from his
> From: "Vivian Abraham" <vabraham@...>
> Subject: Re: Followup
> I didn't take your email as a personal attack, and I hope that you did not
> take mine as one. I have no desire to wave credentials around, which is why
> I did not respond to any of your questions as to whether I had any.
> You stated that WOTC cannot design a quality game and thinks gamers are
> stupid. You are entitled to that opinion. But I disagreed and I wanted to
> hear what you based it on. From the sounds of your reply, you based it
> largely upon Ryan Dancy's actions and statements. In this, I agree. Ryan
> Dancy cannot design a quality game and he thinks gamers are stupid. But
> Ryan Dancy did not design Third Edition D&D.
much flaunted but highly questionable national research poll) that
the market for 3 ed D&D is the 13 thru 25 age group, and that
gamers suddenly stop buying game products when they pass that
age group. And this means he considers gamers "young,
impressionable and stupid" easy to manipulate and develop brand
loyalty in the same way they have done with other products like
Poke Mon. Lots of press, lots of product saturation, and lots and
lots of HYPE.
I know full well than Jonathan Tweet is working on the game, but I
also know that he is NOT saying much about the project from his
recent writing in A&E, except that he got into the lead position of
the 3rd Ed. design team after a secret, sideline project was shelved
with a lot of kibitzing effort on his part. He's also mentioned that the
Dragon Fist game came out of a scheme that he promoted, which
failed, to do new RPGs with the D&D mechanics (and which the
secret project was connected to). And now "Strangely enough,
Wizards plan to design and release new RPGs with D&D style
mechanics (such as Star Wars)." [quote from his zine in A&E 299].
Personally I don't hold Jonathan Tweet as the end all and be all of
game designers (I just don't like many of the games he's
designed), nor do I generally hold to the concept that because
someone has produced something good that their next game
product will also be good (no more than I hold that with SF/Fantasy
authors, who often get a few good books out and then start writing
bad formula fiction or start trying to stretch out short stories into
novel lengths to meet deadlines).
Consider me a hard sell when it comes to D&D. Heck, I'm a hard
sell on class based games of any kind (including much of White
Wolf's games). Been there, done that, had sufficient frustrations
with poorly thought out limitations. I'm also nearly impossible to
sell on minimalist games (and impossible to sell on Free Form
Games and LARPS - and yes I have experienced both and found
both wanting beyond my ability to accept).
What do I like? Ironclaw is the most recent commercial game I've
had a chance to work with thats new on the market (we'll be doing
some playtesting with company staff members this summer of
supplemental materials they are working on for the game). I also
accept (but complain about the problems with) GURPS and the
Call of Cthuhlu/RQ 2/3/Elric family of games.
But, maybe thats why I design my own game systems, because I
find that many of the commercial games aren't well designed in
regards to their mechanics and the concept of game balance and
allowing character design freedom.
Joe Teller Chief Librarian
"Isn't It Time To Put Some Fantasy In Your Life?"