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What's Up With D&D? for Monday, October 3, 2011
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<blockquote data-quote="Alphastream" data-source="post: 5702712" data-attributes="member: 11365"><p>I was a bit worried when I saw the Shadowfell product announced a while back. It felt to me like the kind of product released in the later stages of an edition. And yet, it was really very good. We have since seen a number of products that could easily have bombed. A one-city setting with Neverwinter? Another book of magic items when it is widely acknowledged there are too many? Another book of monsters, set around the not-so-sure-people-are-using-it setting of Nentir Vale? And yet, each and every one of these has been really well received and added new innovation to the game.</p><p></p><p>Dungeoneers can surely seem like that kind of unneeded book. But it could also be something cool that advances the game. Swimming, climbing, jumping, rope use, falling... these all received treatment in the AD&D version of the book that were innovative to D&D. In the DM portion of the AD&D book there were surprisingly good tips on creating campaigns, particularly story design. The section on the Matrix Campaign is comparable to today's ideas around sandbox campaigns. I think the AD&D version, and the Wilderness Survival Guide as well, added layers of rules that didn't quite fit in a typical AD&D game. Most DMs really just used them for inspiration rather than repeated reference. The benefit of those books really was in influencing future versions of the game. I would not expect that problem with the 4E versions. But, it will be interesting to see if the 4E versions also advance the game in some way. </p><p></p><p>Back to my earlier post, the Kara-Tur content in DDI has so far been really good. Rules for honor and that backdrop article were really excellent. The backdrop article was called one of the finest articles to be published in recent years and I can't disagree.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 5702712, member: 11365"] I was a bit worried when I saw the Shadowfell product announced a while back. It felt to me like the kind of product released in the later stages of an edition. And yet, it was really very good. We have since seen a number of products that could easily have bombed. A one-city setting with Neverwinter? Another book of magic items when it is widely acknowledged there are too many? Another book of monsters, set around the not-so-sure-people-are-using-it setting of Nentir Vale? And yet, each and every one of these has been really well received and added new innovation to the game. Dungeoneers can surely seem like that kind of unneeded book. But it could also be something cool that advances the game. Swimming, climbing, jumping, rope use, falling... these all received treatment in the AD&D version of the book that were innovative to D&D. In the DM portion of the AD&D book there were surprisingly good tips on creating campaigns, particularly story design. The section on the Matrix Campaign is comparable to today's ideas around sandbox campaigns. I think the AD&D version, and the Wilderness Survival Guide as well, added layers of rules that didn't quite fit in a typical AD&D game. Most DMs really just used them for inspiration rather than repeated reference. The benefit of those books really was in influencing future versions of the game. I would not expect that problem with the 4E versions. But, it will be interesting to see if the 4E versions also advance the game in some way. Back to my earlier post, the Kara-Tur content in DDI has so far been really good. Rules for honor and that backdrop article were really excellent. The backdrop article was called one of the finest articles to be published in recent years and I can't disagree. [/QUOTE]
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