And WTF does Grognard even mean?
DnD hardcore fanboi
for JESawyer (and his fangays), basically everyone who thinks that some aspects of gameplay were much better in bg2 than they are in poe = grognard
And herein lies the 'problem' for every RPG developer.
I have a very abstract mind (Melon juice, for example) and I can very easily bring into my mind the framework for a wonderfully original, complex, engaging and yet simple and traditional D&D style RPG. It wouldn't take me very long at all to storyboard something both unique but completely familiar. I'm empathic, in that I can consume vast quantities of a cliche and regurgitate a completely new twist to the formula.
However, the devil is then in the detail.
How will the actual mechanics perform in the game?
The best way to solve the mechanic is to simply use an already tried and tested existing and popular mechanic as the means to best communicate your adventure to the player. You can have the best game ever convinced, but if the player spends most of the game not knowing how to interact with their choices, or finding that a new system is so cumbersome to learn that it completely distracts from the first discovery play-through, or being met by a n00b system which hasn't been fully balanced (time/budget restrictions) and results in either boring or impossible combat roadblocks, then your game might as well be shovelware.
The ideal scenario would be to use the (old) D&D ruleset as a base from which to take the relateable and replace the unrelateable. To basically invent your own game-personal D&D 3.75 (or AAD&D or whatever).
But then you have copywrite issues and the ignoble fact that you're not providing the consumer with a 'real' product (in that you couldn't advertise it as a D&D based game, as this would also disappoint people who were expecting 'pure' D&D).
It would be great if the market was awash with D&D-like base systems with which to play with, but there aren't any with quite the same level of player reknown. To use a lesser known system would be akin to just making up your own on the spot, so to speak.
What Sawyer and his team are doing is making one up on the spot.
That's the tough bit.
No matter what else the game offers, no matter the level of good intentions, no matter the pre-game hype or hate, the game will finally be judged on the quality of the base mechanics the game comes up with.
And I don't see how anyone can make any true judgements about this until it's fully released, tested and patched.
I have no idea why this game is being dribbled over so much just - in the way that is on this site - because, even with BETA testing and demo-like experiences, a new system can only be judged from its whole as a complete product. It's not like Dragon Age, where we know pretty much most of it before it happens based on previous experiences with their base game mechanics and were just waiting to see if 'general changes' are either better or worse.
I know it doesn't make for great forum fun, but for such as this game I can see no other option than simply 'sitting on the fence'.