What direction will D&D head in?

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Why did the D&D minis sell so well to the rpg crowd? Colllectable minis sold to the rpg crowd just fine, so why not other components? Some people get a real thrill from discovering whats in a closed package. I could see packaging minis with both D&D and D&D mini cards included so you could use the minis for both games.
But the minis are not actually required for the game, and miniatures are a competitive market. You can't play D&D without the D&D-specific rules and powers, but you can play it using Reaper miniatures (for example), counters of some kind, or no minis at all (more difficult with recent editions than older ones).
 

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I hear this so many times from the "Wizards/Hasbro is turning D&D into Magic" crowd, but I don't understand why you think it to be true.

What gets me is this fixation on "Hasbro's influence on D&D," which has been said to be non-existent by WotC ever since Peter sold them the company. I've got friends that work for a couple of Hasbro subsidiaries (Galoob and Tiger), and they say that Hasbro doesn't try and micromanage them like people seem to think. I don't see why that wouldn't apply to Wizards, since Wizards is one of their top revenue producers.
 

Some people get a real thrill from discovering whats in a closed package. I could see packaging minis with both D&D and D&D mini cards included so you could use the minis for both games.
You realize, of course, that that is exactly what they are doing now? And have been all along with all of the D&D Minis sets?
 



I would expect that 4E will follow the same path as its preceeding editions. Eventually there is a finite number of splat books, players handbooks, power books, monster books and fluff books etc that the market will bear. Eventually WotC will recognize when this time approaches and begin designing a new, better, brighter, now packed with more awsome per page, version of the game.

Pretty much like they've done over the last thirty years.

Hopefully next time around they manage to alienate fewer people along the way.
Highly unlikely. All we can hope for is that they alienate a better class of people. I mean the arguments I've seen about 4E and before that, D&D 3rd., are all pretty silly. And the ones recycled from pre D&D 3rd. are even worse.

Maybe in ten years when D&D 5th comes along, they could pass a rule banning the use of arguments used against 3rd. edition and 4E. That would be a start.
 

Collectible Role Playing Game

5th edition will be a card-based miniature game. Current power sources will work like Mana in MtG. Different powers will cost varying amounts of those power sources. Race/ Class combinations will be sold as pre-set decks of cards packaged with a d20 and a miniature. Booster powers will be randomized in booster packs. I believe miniatures will not be randomized, but I could be wrong. Only the d20 is necessary to play this version.

There will be no monster manual, as this can be replaced with "encounter decks". Different monster cards will cost a varying number of "encounter points" as per the appropriate level of the encounter. Pre-set Encounter packs will be set at three-level increments (ie 1-3, 4-6, ect) with cards and miniatures being sold at a 1 to 1 ratio. "Tapping" will be a revolutionary new tool at a DM's disposal.

There will be a single manual teaching the game. Many great tips for fledgling gamists can be found here. Optional rules for roleplaying open up the game in new and exciting ways. Rules for using power cards in non combat situations will be suggested and a smattering of examples will be given. The words "move on to the fun" can be found no less than 17 times in this book.

Campaign settings will also be covered by single books, while adventure paths will be offered in virtual monthly periodicals. 3rd party publishers will be encouraged to create their own campaigns and adventures as long as no rules or mechanics of any kind are mentioned. 3rd party publishers will be required to purchase life insurance from Hasbro.

Virtual Tabletops will house exciting new tournaments where players can get togther and form teams. Here they can compete against the greatest DM's the world has ever seen. Winners will be hailed as "Good at D&D", but in the end everyone wins... This is because 5th edition encourages strong, crunchy RP exactly the way E. Gary Gygax envisioned it. I've already played 5th edition 600 or so times, so I consider myself a bit of an authority on it. B-)
 


Highly unlikely. All we can hope for is that they alienate a better class of people.

Oh excellent, anyone else you would like to insult while your on a roll? Maybe people over a certain age or of a certain gender or even skin color...good stuff there. /boggle
 

RFisher - do you honestly believe that we role played MORE in the early 80's than we do now? Considering that the average age of the gamer has advanced about a decade since that time, do you really believe that we had a pinacle of role play back then and everything else since has been down hill?

My experience is that the amount of role-playing has stayed fairly constant.

The stories I read about the earliest campaigns have shown me that they were about a lot more than “kill them and take their stuff”. It seems only the histories written by people who weren’t there think that the Braunsteins, Blackmoor, Tékumel, and Greyhawk were all about combat. Oh, wait...they never mention the Braunsteins or Mr. Weseley. (And seldom Prof. Barker.)

I honestly believe there’s a lot more to the game between combat and role-playing that is being ignored in this thread.

You know, that's a very good point. The keep was much more interesting than the caves of chaos....

For some reason, though, I can't remember the name of even one NPC in the keep. It's almost as if the only thing the module actually said about the keep was the names of the buildings, what could be bought and sold, and what loot could be obtained if the PCs decided to slaughter the entire town.

It’s probably because Gygax didn’t name any of the NPCs. They were mostly just referred to by their role.

With the inability for two gamers to agree on what is a good fantasy name, I think this was brilliant. The DM can easily substitute in names he likes without having to keep track of the correspondence between his names and the author’s names.

For good or ill, a lot of DMs never thought to give the NPCs names.

Second off, I think people seriously need to order OD&D from Wizards and play through it a few times. It's available in PDF form for about $6. Play it for a few sessions. It'll teach you something about what D&D "is supposed to be about." I see a lot of people using Gygax's name in some kind of appeal to authority here, and while that's a logical fallacy, if you want to know what D&D is about to the creator, look at the last version he considered "D&D." I think you'll find out what I'm about to say in point three.

Third, despite having intricate surroundings and deep campaign settings, D&D was originally about a dungeon crawl. It was about , as someone else stated, "kill the orc and take his pie." We all know the history here. What is obvious to me is that a number of people / players grew up in more narrativist campaigns than what OD&D supported. A lot of people added stuff on to make the game fit their play style. Hey, cool. That's great.. but remember, OD&D was about killing the orc and taking his pie.

A dungeon crawl is more than “kill them and take their stuff”.

While I’m often one to say that the books have done a poor job of describing the game that is played in the stories told by Gygax, Arneson, Kuntz, Mornard, et al....

The original three D&D booklets had less total content than the combat oriented bits of 4e. Heck, they contained little about combat at all: Referring you to Chainmail or giving you sketchy hints at an “alternative” system.

And if you wanted to survive and level by those rules, you did your best to take the stuff without risking death by trying to kill the monsters first.

But if you want to play the older versions of D&D , go right ahead :)

As I said earlier: The reason I prefer classic D&D is not because I think the rules somehow prohibit role-playing in 3e or 4e. It’s because preferring less focus on combat, there’s little sense in using such complex combat rules.

The long and short of it is, we should embrace people coming into this hobby. Not discourage them because they don't like our particular flavor of soft drink.

Agreed.
 

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