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General Tabletop Discussion
*Pathfinder & Starfinder
How do you feel about the future of D&D after the official announcements?
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<blockquote data-quote="Ainamacar" data-source="post: 5773590" data-attributes="member: 70709"><p>Basically positive. I think 4e was a bold misstep for the brand (not necessarily a bad game), but the designers now have a lot of info about just how far they can step away from aspects of D&D's tradition they lacked before. And, I hope, some new marketing wisdom.</p><p></p><p>I think the truly fundamental mechanical assumptions and game elements needed to support a wide variety of styles the designers are pursuing are actually quite sparse, so that the basic modular goal is achievable. After all, complexity emerges from the interaction of simple parts, so the simplest version of the game will define all the fundamental pieces but keep the interactions minimal, and all modules will be self-enclosed except for interactions with this small set. In addition, the number of modules required to get most people into their preferred ballparks will probably be small. How many truly major design decisions or campaign assumptions do people argue about back and forth? Half a dozen? (Perhaps health systems, class structure, character progression, nature(s) of magic, skill systems, and low vs. high magic campaigns). Three options for each may very well define a game that covers and exceeds the entire historical range of published D&D. Many other things that lead to heated debate, like alignment, usually have a muted mechanical impact and just aren't major complications to modularization.</p><p></p><p>In addition, I think the indications are that WotC is finally ready to better utilize its old content. I will be very surprised if classic modules and sourcebooks are not (slowly) made available for download and/or print on demand starting a few months after 5e releases. After all, prior to this they apparently feared doing so would cannibalize demand for new products. Whether or not that belief is true is immaterial, because in 5e the new belief (if I'm reading them correctly) is that old material can actually be purchased in support of the new system. Even among people who don't adopt 5e there will be an uptick in good will toward WotC. And all that new old material will give interested people plenty to discuss as they experience the game's roots for the first time, whether in 5e or the original system. The edition wars or trolling may reach a new generation, but so will a knowledge and appreciation of history among a larger collection of gamers. I know that reading the Rules Cyclopedia, for example, was really informative for me as a gamer who played CRPGs in the 2e era and started tabletop gaming at the start of 3.5.</p><p></p><p>In no case will 5e unify everyone. But people houserule things all the time: if it is a better system from which to start houseruling, and maybe even to experience the old with a fresh coat of paint, that might be enough for wide appeal.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5773590, member: 70709"] Basically positive. I think 4e was a bold misstep for the brand (not necessarily a bad game), but the designers now have a lot of info about just how far they can step away from aspects of D&D's tradition they lacked before. And, I hope, some new marketing wisdom. I think the truly fundamental mechanical assumptions and game elements needed to support a wide variety of styles the designers are pursuing are actually quite sparse, so that the basic modular goal is achievable. After all, complexity emerges from the interaction of simple parts, so the simplest version of the game will define all the fundamental pieces but keep the interactions minimal, and all modules will be self-enclosed except for interactions with this small set. In addition, the number of modules required to get most people into their preferred ballparks will probably be small. How many truly major design decisions or campaign assumptions do people argue about back and forth? Half a dozen? (Perhaps health systems, class structure, character progression, nature(s) of magic, skill systems, and low vs. high magic campaigns). Three options for each may very well define a game that covers and exceeds the entire historical range of published D&D. Many other things that lead to heated debate, like alignment, usually have a muted mechanical impact and just aren't major complications to modularization. In addition, I think the indications are that WotC is finally ready to better utilize its old content. I will be very surprised if classic modules and sourcebooks are not (slowly) made available for download and/or print on demand starting a few months after 5e releases. After all, prior to this they apparently feared doing so would cannibalize demand for new products. Whether or not that belief is true is immaterial, because in 5e the new belief (if I'm reading them correctly) is that old material can actually be purchased in support of the new system. Even among people who don't adopt 5e there will be an uptick in good will toward WotC. And all that new old material will give interested people plenty to discuss as they experience the game's roots for the first time, whether in 5e or the original system. The edition wars or trolling may reach a new generation, but so will a knowledge and appreciation of history among a larger collection of gamers. I know that reading the Rules Cyclopedia, for example, was really informative for me as a gamer who played CRPGs in the 2e era and started tabletop gaming at the start of 3.5. In no case will 5e unify everyone. But people houserule things all the time: if it is a better system from which to start houseruling, and maybe even to experience the old with a fresh coat of paint, that might be enough for wide appeal. [/QUOTE]
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