From: | "Bruce H. Nagel" <NAGELBH@******.ACS.MUOHIO.EDU> |
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Subject: | Re: [SR3] Magical Magic |
Date: | Wed, 9 Jul 1997 01:05:54 -0500 |
> So, because you're so intelligent, the game should cater to you, rather
> than the vast numbers of younger players who, while not super-geniuses,
> the industry needs to get involved in the hobby of Role-Playing so that
> they can continue to sell books. Why should I cater solely to those who
> are already going to buy my product? Why shouldn't I tailor my product
> toward introducing those who might not buy? Granted, the product
> shouldn't be written on the level of an 8-year-old. However, if simpler
> rules speed up play and make the game easier to learn without losing the
> feel of the game, where's the harm?
I don't think many of the simplifications of 2nd ed improved ease of play
significantly or speeded up the system. There are examples that I feel did
that, but overall, I think 2nd Ed lost features of 1st ed I liked without
gaining much in return. The biggest advantage of 2nd over 1st ed is clearer
description of systems, not better systems, imo. They're not much simpler than
first ed, nor really clearer (those who had a problem with variable staging
raise your hands). And a game written toward young teenagers prolly won't hold
my interest long, honestly. If SR3 continues in that direction I won't care
for it, even if it makes FASA richer, because I'll have watched the quality of
the game diminish, and that's why I liked SR in the first place. I don't
*want* it to be complex, but simplifying the rules further doesn't seem
necessary to me.
losthalo