Neonchameleon
Legend
So....
has anyone been paying attention to Thornwatch?
Because the stated design goal there of a D&D that's as easy to pick up and put down as Ticket to Ride seems very to the point.
I think WotC has been within throwing distance of that a couple of times. With the right pedagogical emphasis I think they'd be in good shape.
I haven't. I am now, thanks! And there's a lot of good stuff from what little I've seen in there - far more in there I find actually exciting than in 5E. Innovations coming in from outside the tabletop RPG community (it bears a lot of resemblance to Mage Knight and its twist on deckbuilders).
It is not unreasonable to speculate that 5E's direction was a retreat back to the kind of game that unified the whole community at the start of the millennium.
You mean what Dragonsfoot calls The Edition That Shall Not Be Named?
Thornwatch looks neat, but I think it leads to a bigger point. When the Penny Arcade guys basically started evangelizing D&D to their audience, it was the best thing to happen to D&D in a very long time. It was finally a break from the "older cousin" model. It was a genuine in-road to a group of people who should have been "D&D people", because they like a lot of the stuff D&D is generally about, but never had that "older cousin" experience.
Yup!
Coming back around to Thornwatch, I think that project might kill a lot of momentum D&D gained in the PA crowd. Based on the recent clip from PAX, it looks pretty slick. It appears to have nice mechanics and you know it'll be pretty. But the biggest thing is that it takes on the "spending four hours having fifteen minutes of fun*" problem in most RPGs. Pick any edition of D&D, and it will lose on character/adventure prep time to almost any other modern system**.
This too. Thornwatch looks, like most of my favorite RPGs, as if you can just plonk it down on the table and start running. He's absolutely right about using Mage Knight style mechanics for combat with wounds that limit your options although I can't think of a good homebrew way of doing this for a genuine Indy-game. Cards cost money - even if you can get probably three classes off a standard 55 card custom deck.
If the theme wasn't so ... specific, it would feel like a next stop from D&D 4e.