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WotC's Chris Perkins Talks About... Everything! Upcoming Storylines, Products, Staffing, Other World
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<blockquote data-quote="Quickleaf" data-source="post: 7687131" data-attributes="member: 20323"><p>Interesting comments from Chris...</p><p></p><p>(paraphrasing) "Two upcoming adventures which Chris worked on are designed to be very home-brew friendly and modular, being set in places that players have never explored before." Presumably, meaning unexplored parts of the Forgotten Realms with notes about how to place the adventure in your own setting.</p><p></p><p>(paraphrasing) "Most gamers (55%) are home-brewers, 35% Forgotten Realms, and then 10% hot mess of other settings. Of the home-brew campaigns, over half pillage ideas/adventures from published products."</p><p></p><p>(paraphrasing) "Code-name 'Cloak' playtest involves an icy mountain with evil lurking within it... with jokes about near TPKs, dinosaurs, and airships...or were they jokes?"</p><p></p><p>(paraphrasing) "Code-name 'Dagger' playtest involves raiding barbarian tombs and has a pulpy feel."</p><p></p><p>(paraphrasing) "5th edition has been good to us. So now WOTC can afford to bring in consultants to help work on D&D stories, citing the example of Bob Salvatore consulting on Out of the Abyss, and Pendleton Ward coming out to Renton for a couple weeks. Also looking at consultants who are creative titans in their field but who may have never worked on a D&D product before."</p><p></p><p>(paraphrasing) "Consultant collaboration he thinks will attracts new role-players. It's incumbent upon WOTC to attract new gamers, especially being inclusive beyond 'middle America white guys' , showing D&D in a whole new light that refreshing and exciting. Doesn't want anybody discriminated against with D&D products, dispelling any lingering prejudices (e.g. Satanism D&D), and highlighting D&D as safe, fun, smart, and friendship-inducing."</p><p></p><p>(paraphrasing) “Going to be changing up the level 1-15 model with a whole bunch of varieties of level coverage. Most games of Elemental Evil & Tyranny of Dragons did not make it to the very end. So, for the next adventures, the level range will be shorter. For example, making a short adventure that’s enormously re-playable — you can play it 200 times and never have the same adventure twice. Players will actually see the end of the story.”</p><p></p><p>(paraphrasing) “Also have talked about the long slow campaign — we’d like to experiment with that, where you level up slowly over a longer period of in-game time. Whether or not we can actually pull that off will depend on the story it’s married to. Have to let the story convince them that this is the right progression, that it feels right for the story we’re trying to tell.”</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7687131, member: 20323"] Interesting comments from Chris... (paraphrasing) "Two upcoming adventures which Chris worked on are designed to be very home-brew friendly and modular, being set in places that players have never explored before." Presumably, meaning unexplored parts of the Forgotten Realms with notes about how to place the adventure in your own setting. (paraphrasing) "Most gamers (55%) are home-brewers, 35% Forgotten Realms, and then 10% hot mess of other settings. Of the home-brew campaigns, over half pillage ideas/adventures from published products." (paraphrasing) "Code-name 'Cloak' playtest involves an icy mountain with evil lurking within it... with jokes about near TPKs, dinosaurs, and airships...or were they jokes?" (paraphrasing) "Code-name 'Dagger' playtest involves raiding barbarian tombs and has a pulpy feel." (paraphrasing) "5th edition has been good to us. So now WOTC can afford to bring in consultants to help work on D&D stories, citing the example of Bob Salvatore consulting on Out of the Abyss, and Pendleton Ward coming out to Renton for a couple weeks. Also looking at consultants who are creative titans in their field but who may have never worked on a D&D product before." (paraphrasing) "Consultant collaboration he thinks will attracts new role-players. It's incumbent upon WOTC to attract new gamers, especially being inclusive beyond 'middle America white guys' , showing D&D in a whole new light that refreshing and exciting. Doesn't want anybody discriminated against with D&D products, dispelling any lingering prejudices (e.g. Satanism D&D), and highlighting D&D as safe, fun, smart, and friendship-inducing." (paraphrasing) “Going to be changing up the level 1-15 model with a whole bunch of varieties of level coverage. Most games of Elemental Evil & Tyranny of Dragons did not make it to the very end. So, for the next adventures, the level range will be shorter. For example, making a short adventure that’s enormously re-playable — you can play it 200 times and never have the same adventure twice. Players will actually see the end of the story.” (paraphrasing) “Also have talked about the long slow campaign — we’d like to experiment with that, where you level up slowly over a longer period of in-game time. Whether or not we can actually pull that off will depend on the story it’s married to. Have to let the story convince them that this is the right progression, that it feels right for the story we’re trying to tell.” [/QUOTE]
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