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Get Rid of Splatbooks Altogether

Incenjucar

Legend
What if it was framed this way:

"A new mega-adventure and campaign sandbox set on the high seas with detailed rules on ships and sailing, diseases and hindrances seafarers deal with, 30 new sea monsters, 5 new classes for high-seas campaigns and 15 new spells for your next Pirate Wizard!"

It would have to come with the following sticker:

"Warning: You cannot actually run this adventure because the wizard in your party wanted to see those spells and already knows the layout of the BBEG's lair. Enjoy the colorful toilet paper!"
 

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P1NBACK

Banned
Banned
It would have to come with the following sticker:

"Warning: You cannot actually run this adventure because the wizard in your party wanted to see those spells and already knows the layout of the BBEG's lair. Enjoy the colorful toilet paper!"

Should they print that on Monster Manuals too?
 

Tovec

Explorer
I apologise if this has been raised I haven't read the 1-2 pages of replies yet.

I would like 5E to get rid of splatbooks altogether, instead focusing on producing adventures.
What about new classes races, weapons, powers (err no not powers), spells, monsters, etc.?

So, what about new classes, races, weapons, powers, spells, monsters, blah blah blah come from?

I'm glad you asked!

They will be in the adventure module itself. In the fact, the whole concept is that this new content will be used, and therefore highlighted, in the adventure itself.
Oh :p

A group of feats or proficiencies taught only by the trainers of the remote village which happens to be the central location in the adventure. A new race that happens to be a nearby tribe in the mountains east of the village. A new class that a friendly NPC has and can teach you. Several weapons developed by the monsters (which are new btw) and villagers in the region. A villain's spellbook filled with all new spells earned when you defeat him, etc.
The prestige classes, for example, I've always liked best have always been the ones that are NOT setting/adventure specific. I loathe them. I don't use adventure paths and don't use the established setting material either. Material in races of faerun for example, belongs in faerun, red wizards of thay belong in thay. I don't like them, want them or need them. I don't even bother reflavouring. The material I like best (from splats) were in complete warrior and complete adventurer respectively.

Of course, the DM can always use the adventure, or just steal the ideas and cool new features.
But this is an extra level of effort. I don't WANT to have to buy an adventure path I'm not going to use in order to get bonus material.

I also think new rules would be well-introduced in an adventure. Stronghold building rules? Sure. This adventure features the PCs refurbishing a monster-infested stronghold after they clear it. Sailing and Sea Vessel rules? Great. This adventure features the PCs adventuring on the high seas. Mercenaries and army rules? Ok. This adventure features the PCs recruiting an army to face off against the oncoming plague of orcs (or whatever).
I guess it might work but only if it is a significant departure from the way adventure paths currently work. You would have to combine all the features of splat books into adventure paths in order to pull this off.

Why this method?

A) Instead of just a boring list of new crap, we get to see it in context. We get to see it used in cool and interesting ways that inspires us to use it in cool and interesting ways. And, we also don't get stuff the designers haven't used already.

B) Stuff gets playtested! I'm assuming modules get playtested. I'm not so sure a big list of feats and spells do. By incorporating this stuff into the module itself, you get to hit two birds with one stone!

C) But... only DMs buy adventures! ... Sure. But, players buy DDI. And, we can consolidate this stuff into DDI so that you don't necessarily have to buy the adventures. But, if you do, it's not like a splat book that sits on your shelf getting no use because, hell, who uses those things when you have DDI?

D) We get more adventures. And, whether you write your own stuff or run published modules as-is, more inspiration and stuff to steal from is always good in my book.

Is this feasible? I think so.
To A: As long as adventure paths stay what they are PLUS adding in full new content (prestige classes, spells, monsters, etc.) I don't see how it will be any different than the existing "boring list of new crap". Also, as far as the "designers haven't used" comment - see my last quote.

To B: Playtesting is key. How will they playtest it anymore than before unless they release the splat path (combo of splat book and adventure path) to be open playtested and then re-release it?

To C: As per above, I don't want to have to buy every adventure. Haven't yet, won't in the future unless they are REALLY good. Also, me and my players (90% chance) won't be buying DDI so that is out too.

To D: Cool, [/sarcasm] more adventures = less material I'll end up using. I steal from books, movies, tv shows. Basically I steal from any good material that someone thought about and got published. Instead of whatever the design team managed to sneak into a adventure path/splat book. I steal ideas, not powers.

The problem is WotC adventures suck. If they manage to build intersting adventures or adventure paths, it might work.
Agreed, this too!
 


GSHamster

Adventurer
The major problem is the audience generally prefers buying splatbooks to adventures.

Look at the OGL days. The vast majority of 3rd party products were splatbooks,

WotC doesn't sell splatbooks because they hate us. They sell splatbooks because that's what we buy.
 

Incenjucar

Legend
I love a good splatbook. My collection of 2E splatbooks is a treasure, even if I have no interest in the system anymore.

Couldn't care less about adventures, whether WotC or TSR or Paizo.
 

P1NBACK

Banned
Banned
Monster Manuals contain new classes?

Don't be obtuse.

A player can just as easily look at a monster manual or DMG or published adventure and do the same thing.

And, easily solved by having an index of the new stuff at the end for the players to view. Lots of RPGs have DM's section and player's section.
 

Ratskinner

Adventurer
What if it was framed this way:

"A new mega-adventure and campaign sandbox set on the high seas with detailed rules on ships and sailing, diseases and hindrances seafarers deal with, 30 new sea monsters, 5 new classes for high-seas campaigns and 15 new spells for your next Pirate Wizard!"

How about mini-adventure? The rest is fine, though. Throw in a pile of themes, some extra maps, adventure hooks, pirate plots from history and literature, etc. if you want. You can even publish a mega-adventure simultaneously. However, I don't want to buy the mega-adventure to get all the rest. I need things....well, I enjoy things...that are easy to plop into my crazy homebrew adventures without having the adventures written for me.
 

Ahnehnois

First Post
It is conceivable that I could one day buy a WotC rulebook again, but there isn't a snowflake's chance in Hell I'd buy a published adventure.

I have way too many of my own ideas already.

Even if I didn't, none of the published adventures I've ever looked at from any company struck me as being worth my time or money.

I certainly wouldn't want to see the hobby in a state where any significant percentage of its players were playing the same campaign. The last thing we need is to have the individual creative voices that make this game drowned out by corporate mediocrity.

Published adventures are way too specific of a niche and it annoys me whenever useful rules are put in those types of products.

I hope they leave the adventures to third parties where they belong and focus on making rules everyone can use.
 


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