Shemeska
Adventurer
I haven't been paying much attention recently, largely because so far they really haven't talked about any of the topics that interest me. So far it's largely about some of the rules topics and game mechanics, and I'll say the following, "In my opinion game mechanics and rules are not interesting in and of themselves."
You're making a new rules framework that seems to be trying to evoke some of the feel of various past editions and perhaps with a bit more stealth, some elements from 4e. That's all fine and dandy, and I'd play it if my group wanted to at some point, but the rules and their development aren't the parts of D&D that I find interesting or things that captivate my creative attention.
What are the flavor and fluff elements in 5e? Will they bring back the gobs of classic D&D flavor elements and tropes that evaporated or got radically changed in 4e? Will the Great Wheel cosmology be back? Will I get archons rather than 4e so-called "archons". Eladrins rather than the 4e sorta-vaguely-not-really "eladrin". Modrons? Yugoloths? Concordant Opposition? The cardinal Elemental Planes? The Ethereal? The Astral?
Will all of the other myriad classic D&D elements that went away for a few years come back? That's what I'm still waiting to hear anything on, and the answer to that is really going to determine how closely I pay attention in the future.
What's going to happen with respect to the various campaign worlds? Will they see support? And if so in print or only DDI? What's going to happen with FR after it pretty much collapsed with the Spellplague into something almost unrecognizable and the subsequent not-exactly-warm-embrace by its fans? Will FR retcon the Spellplague? Will it support the Spellplague as some sort of alternate timeline and go back to something more representative of the setting pre-4e? That's the sort of details: the flavor aspects of it all, that I want to know. That's what's going to be the baited hook for me to nibble at, and possibly get caught by for 5e.
Rules, not so much, and as such my interest has been fairly low in the absence of the more juicy things IMO.
You're making a new rules framework that seems to be trying to evoke some of the feel of various past editions and perhaps with a bit more stealth, some elements from 4e. That's all fine and dandy, and I'd play it if my group wanted to at some point, but the rules and their development aren't the parts of D&D that I find interesting or things that captivate my creative attention.
What are the flavor and fluff elements in 5e? Will they bring back the gobs of classic D&D flavor elements and tropes that evaporated or got radically changed in 4e? Will the Great Wheel cosmology be back? Will I get archons rather than 4e so-called "archons". Eladrins rather than the 4e sorta-vaguely-not-really "eladrin". Modrons? Yugoloths? Concordant Opposition? The cardinal Elemental Planes? The Ethereal? The Astral?
Will all of the other myriad classic D&D elements that went away for a few years come back? That's what I'm still waiting to hear anything on, and the answer to that is really going to determine how closely I pay attention in the future.
What's going to happen with respect to the various campaign worlds? Will they see support? And if so in print or only DDI? What's going to happen with FR after it pretty much collapsed with the Spellplague into something almost unrecognizable and the subsequent not-exactly-warm-embrace by its fans? Will FR retcon the Spellplague? Will it support the Spellplague as some sort of alternate timeline and go back to something more representative of the setting pre-4e? That's the sort of details: the flavor aspects of it all, that I want to know. That's what's going to be the baited hook for me to nibble at, and possibly get caught by for 5e.
Rules, not so much, and as such my interest has been fairly low in the absence of the more juicy things IMO.