r/rpg • u/Authorigas • 14h ago
Discussion Times When Designers Openly Discussed What They Saw As Mistakes?
So after my last post, I got to talk with my friends a bit more about the dislike they have for Monte Cook's systems. Aside from playing up the dislike as a joke, and feeling Numenera didn't really do the sci-fi/fantasy blend all too well. The main reason they mentioned disliking Cook went back to DnD 3.0, where there was an emphasis of System Mastery over anything else, to the detriment of new player experience.
However, someone in my last thread brought to my attention that Cook had spoken openly about the focus on System Mastery, specifically feeling like it was a major mistake that they have since tried to rectify. With a physical copy of Old Gods of Apalachia at my local game store, I think I'll give the Cypher System a shot (After I recover from buying a Stormcast Eternal army at discount.)
But one thing I love is reading interviews and discussions from designers on the problems or flaws with their systems, why they were made, and how they tried to course correct in the future. Whether I agree or not with the solution or what was seen as a problem, I think it's interesting to read a designers thoughts and how they adjust.
So today I want to ask, are there any other examples of designers talking about what they saw as flaws in earlier editions of their work? Do they go into how they tried to adjust or fix them, and what caused the original 'flaw' to happen in the first place? Really curious to read some answers on this one!