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General Tabletop Discussion
*Dungeons & Dragons
The Writing Style and Tone of 5E
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<blockquote data-quote="JamesonCourage" data-source="post: 5779335" data-attributes="member: 6668292"><p>I'd suggest something without much feel to it, honestly. Something a little warmer than clinical. That is, I don't think infusing the books with much feel will capture the "inclusiveness" motif that they're going for very well. It doesn't need to be all numbers and mechanics. It shouldn't be. But the material they do have should be varied in style, and should be sparing, in my opinion. Maybe a little flavor at the beginning of each chapter, or fairly heavy in optional mods you can switch on or off, to help capture the feel of those mods.</p><p></p><p>My RPG is pretty toolkit, and is presented with "you get this ability, as long as it makes sense." That means you fill in the flavor (think Mutants and Masterminds 2e). You get an entangling power and attach it to your spider silk power, obviously it's because it's sticky; if you get it while you're in natural undergrowth, it's because plants are grabbing at someone's ankles.</p><p></p><p>If the new edition of D&D is going to be as inclusive as possible, I think that it shouldn't be infused with any particular feel to it, other than generic fantasy. That way, the reader can "fill in the blanks" that are left in his imagination with his/her ideal version of the game. As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5779335, member: 6668292"] I'd suggest something without much feel to it, honestly. Something a little warmer than clinical. That is, I don't think infusing the books with much feel will capture the "inclusiveness" motif that they're going for very well. It doesn't need to be all numbers and mechanics. It shouldn't be. But the material they do have should be varied in style, and should be sparing, in my opinion. Maybe a little flavor at the beginning of each chapter, or fairly heavy in optional mods you can switch on or off, to help capture the feel of those mods. My RPG is pretty toolkit, and is presented with "you get this ability, as long as it makes sense." That means you fill in the flavor (think Mutants and Masterminds 2e). You get an entangling power and attach it to your spider silk power, obviously it's because it's sticky; if you get it while you're in natural undergrowth, it's because plants are grabbing at someone's ankles. If the new edition of D&D is going to be as inclusive as possible, I think that it shouldn't be infused with any particular feel to it, other than generic fantasy. That way, the reader can "fill in the blanks" that are left in his imagination with his/her ideal version of the game. As always, play what you like :) [/QUOTE]
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