Here’s a lesson from tabletop dev that I learned the hard way – people who read your game and don’t want to play it are giving you a hugely important insight. Don’t ignore that feedback. Tabletop games require commitment and energy, and your game text should spark those things.
— Mike Mearls (@mikemearls) August 21, 2018
In other words, a tabletop mechanic is useless if the text and presentation don’t spark excitement.
— Mike Mearls (@mikemearls) August 21, 2018
In other words, a tabletop mechanic is useless if the text and presentation don’t spark excitement.
— Mike Mearls (@mikemearls) August 21, 2018
I geel this is part of what made d6 SW so appealing to me. The rules dripped with SW flavor at every turn. Feel
— NewbieDM (@newbiedm) August 21, 2018
One thing I loved about the anniversary edition – the ads and all the in-world stuff. Reminded me of how mind-blowing that was back in the day. Such fantastic design.
— Mike Mearls (@mikemearls) August 21, 2018
The wotc sw didnt. And I didnt bother to play it. Even if the mechanics were essentially dnd. Yeah, it lacked that spark. We stopped with character creation. If you wanted to be a bounty hunter… well, just figure out if a “fringer” kind of fits that.
— Mike Mearls (@mikemearls) August 21, 2018
While all very true, I think some mechanics spark excitement but only from a very niche group of players. I don’t know that it’s wrong to target that specific niche, as long as ye know that’s what yer doing. True!
— Mike Mearls (@mikemearls) August 21, 2018
“it isn’t D&D” as feedback is very indicative of one thing: the person probably isn’t your target audience, and you shouldn’t fall into the trap of thinking you have to appeal to everyone. if you make a D20 (3.5) product, this would be a problem, but usually it isn’t That could be part of it. Another piece might be that they aren't seeing clear paths to make the characters they want, or the complexity is too much. But it could be they just aren't interested in the concept.
— Mike Mearls (@mikemearls) August 22, 2018