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Ron Edwards on D&D 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8422193" data-attributes="member: 82106"><p>I don't think I'm alone in believing that DMG1, though actually a quite good book in many respects, was more a rough draft than a finished product. I think someone came to James and basically said, "Welp, you got 3 months to whip this thing into shape!" and they did the best they could. Some sections don't seem to be quite built on the same numbers as the rest, or they were hastily revised, the various sections of advice and explanation of process of play are somewhat incoherent and often seem to serve the agenda of a different game. Some of this might also be politics, some higher ups came back and rejected the more coherent text and mandated including more traditional 'dungeon stuff' or something. Some sections were simply written in great haste and needed a full rewrite, etc. The editing pass that happened at the end of that was technically solid, so it kind of hangs together and its reasonably well organized, but DMG2 is a much better book, overall. Had DMG1 been equally strong in its explanation of 4e as story game, then at least people might have understood how to play SCs and what the point of all that was.</p><p></p><p>What I never understood was how Mearls is both so versed in things like Forge discussions of story in game, and yet was so massively out of touch with 4e as a game. As an advocate for the game my feeling is he was totally the wrong person, he either didn't grasp, or thoroughly did not believe in, the game. Putting him in charge was a very bad idea. I don't know any of these guys, so I can't say which one would have actually been capable, organizationally, of filling that role but Heinsoo, Wyatt, almost any of them, would have had to have been better choices.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8422193, member: 82106"] I don't think I'm alone in believing that DMG1, though actually a quite good book in many respects, was more a rough draft than a finished product. I think someone came to James and basically said, "Welp, you got 3 months to whip this thing into shape!" and they did the best they could. Some sections don't seem to be quite built on the same numbers as the rest, or they were hastily revised, the various sections of advice and explanation of process of play are somewhat incoherent and often seem to serve the agenda of a different game. Some of this might also be politics, some higher ups came back and rejected the more coherent text and mandated including more traditional 'dungeon stuff' or something. Some sections were simply written in great haste and needed a full rewrite, etc. The editing pass that happened at the end of that was technically solid, so it kind of hangs together and its reasonably well organized, but DMG2 is a much better book, overall. Had DMG1 been equally strong in its explanation of 4e as story game, then at least people might have understood how to play SCs and what the point of all that was. What I never understood was how Mearls is both so versed in things like Forge discussions of story in game, and yet was so massively out of touch with 4e as a game. As an advocate for the game my feeling is he was totally the wrong person, he either didn't grasp, or thoroughly did not believe in, the game. Putting him in charge was a very bad idea. I don't know any of these guys, so I can't say which one would have actually been capable, organizationally, of filling that role but Heinsoo, Wyatt, almost any of them, would have had to have been better choices. [/QUOTE]
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