Quote:
Originally Posted by Enpeze
I am not sure if the rush was the only real problem. I guess it was rather a mix of
-rush, a lot of
-ignorance (ignoring the wise comments of experienced playtesters and overestimating the own ability to redesign a already excellent rule system) and a
-different roleplaying culture. (Mongoose was primarly a D&D centric company before MRQ)
|
The latter shouldn't have mattered; after all, the designers of RQ were D&D people before they were RQ people, too (Steve Perrin had a rather well known set of houserules floating around known as the Perrin Conventions in the early D&D community, for example).