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Will there be such a game as D&D Next?
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<blockquote data-quote="Bedrockgames" data-source="post: 6092105" data-attributes="member: 85555"><p>My feeling is sometime shortly after 3E started, not right away, but at some point in the early-mid 2000s wotc really lost sight of how to deliver flavor (at least to a customer like myself). Increasingly, I felt they were focused on the game aspect and not really connected to the flavor material. I will give an example, if you contrast the TSR complete books with the wotc complete books, you see a much stronger emphasis on crunch in the latter. To the point that people often just bought them for the feats or prestige classes. Whereas with the complete books, the crunch was lart of a broader package. You bought them to find inspiration for your character or campaign. I think this is loosely in a shift of focus from GM to player. It makes sense because there are moreplayers than Gms, so why not tailor books to them. I think at some point they decided players really want crunch. The problem is you need inspired GMs to keep the game alive, and midway through 3E's run, I found myself just not being inspired by what they were putting out. </p><p></p><p>A key point is the release of Castle Ravenloft. They took what was arguably one of the greatest adventures ever and made a terrible module out of it. Tere was just no setting behind it. I remember reading it and thinking it felt like a video game. It was simply something I couldn't run. I was all about encounters and keeping players busy tracking objects down in the landscape (with a bunch of artifiical egg hunts that felt torn out of zelda) but it didnt feel like the writers believed in the setting.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6092105, member: 85555"] My feeling is sometime shortly after 3E started, not right away, but at some point in the early-mid 2000s wotc really lost sight of how to deliver flavor (at least to a customer like myself). Increasingly, I felt they were focused on the game aspect and not really connected to the flavor material. I will give an example, if you contrast the TSR complete books with the wotc complete books, you see a much stronger emphasis on crunch in the latter. To the point that people often just bought them for the feats or prestige classes. Whereas with the complete books, the crunch was lart of a broader package. You bought them to find inspiration for your character or campaign. I think this is loosely in a shift of focus from GM to player. It makes sense because there are moreplayers than Gms, so why not tailor books to them. I think at some point they decided players really want crunch. The problem is you need inspired GMs to keep the game alive, and midway through 3E's run, I found myself just not being inspired by what they were putting out. A key point is the release of Castle Ravenloft. They took what was arguably one of the greatest adventures ever and made a terrible module out of it. Tere was just no setting behind it. I remember reading it and thinking it felt like a video game. It was simply something I couldn't run. I was all about encounters and keeping players busy tracking objects down in the landscape (with a bunch of artifiical egg hunts that felt torn out of zelda) but it didnt feel like the writers believed in the setting. [/QUOTE]
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