As one of my favourite games, I had to chime in when someone on G+ asked about Mage, why it's good...why it's current version is a 700-odd page tome...what could be done to streamline it... I thought my answer was pretty good, and thought it needed to be shared. Having played and run all editions, here's my thoughts... 1st (WW4000, 1993) is wild and a bit clunky when it comes to rules. It's probably the edgiest of the settings, in that it was opening an amazing concept to the world but no-one really knew what to do with it at the time. The players were fighting a war for reality. 2nd (WW4300, 1995) streamlined the rules a bit, instead of different rolls, coincidental and vulgar magic basically now used the same rolls with varying difficulties. The setting was reined in a bit, and like most White Wolf second editions it became more "professional" and more sterile. A bit more effort was made to address global cultures as complex entities rather than ...
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Each describing some aspect of the game that either fell flat or just didn't gel right in play. Such as maybe giving each player a single move to speed things up (rather than the current 2 move structure)...suggesting to increase the icon size on cards (so they are more easily readable across the table)...adjusting font to something more legible (especially given the font size on the cards). There were a few mechanism feedback ideas as well, comparing the gameplay to existing products on the market.
This degree of critique is what I think most game designers crave.
But generally, any feedback is good feedback. I don't care what form it comes in.