Lord of Wyrmsholt
First Post
I've been playing D&D since 1st edition, and I haven't looked forward to a new edition as much as D&D Next since 2nd edition was coming out. Having The Caves of Chaos as the first adventure didn't hurt, nor did the introduction of the very elegant advantage/disadvantage mechanism. I, for one, appreciate WotC's public beta (which is far better than TSR's survey for 2nd edition in Dragon--thank you internet), and I'd rather have useful things to playtest than having the playtests hit a particular schedule.
Many of the debates on EN World have focused specifically on individual mechanics. Rightly so, making them work well is important. But when I think back to D&D I don't think of the rule books (although I still have a warm spot in my heart for the 1st edition DMG). Rather, I think about the individual adventures, such as when we sacrificed our party with a point-blank fireball in a desperate attempt to kill Strahd in the original Ravenloft or when we suckered a dragon to fly through my cleric's blade barrier.
Paizo (whom I wish was still in charge of print versions of Dragon and Dungeon) really leveraged their adventure-writing expertise to make Pathfinder a success. To draw a computer analogy, adventures are the "killer apps" for an RPG system. I personally want to run Pathfinder, not because of its rule set, but because of the adventure paths. In contrast, I feel (potentially incorrectly) as though WotC has really made adventures secondary to their focus on rules books in the recent editions. A focus on adventures gives the impression of 'more support' for the system and prevents the ever increasing rules complexity that additional rule books create (something that I'm more sensitive to as I will be introducing a new generation to RPGs soon--and I'd love it to be D&D Next). I think forces other than nostalgia are influencing the demand for pdf's of older adventures.
There's a great appetite for linked adventures like the classic A1-4, G1-3, and D1-3. The advantages of linked adventures is that they don't permanently fragment the customer base like all the Dark Sun/Planescape/Birthright/Dragonlance etc. split did in 2nd edition. And I hope that WotC won't be afraid of 'unusual' one-shots. Remember how much fun S3 was? Or Dead Gods?
So please, WotC, put a focus on adventures in D&D Next, even though they make less money than the rule books themselves. Tell the bean counters that these are an investment to make happy customers and generate more sales of the rule books so we can run the new killer apps that you've written. I really think the long-term success of D&D Next will depend on it.
Many of the debates on EN World have focused specifically on individual mechanics. Rightly so, making them work well is important. But when I think back to D&D I don't think of the rule books (although I still have a warm spot in my heart for the 1st edition DMG). Rather, I think about the individual adventures, such as when we sacrificed our party with a point-blank fireball in a desperate attempt to kill Strahd in the original Ravenloft or when we suckered a dragon to fly through my cleric's blade barrier.
Paizo (whom I wish was still in charge of print versions of Dragon and Dungeon) really leveraged their adventure-writing expertise to make Pathfinder a success. To draw a computer analogy, adventures are the "killer apps" for an RPG system. I personally want to run Pathfinder, not because of its rule set, but because of the adventure paths. In contrast, I feel (potentially incorrectly) as though WotC has really made adventures secondary to their focus on rules books in the recent editions. A focus on adventures gives the impression of 'more support' for the system and prevents the ever increasing rules complexity that additional rule books create (something that I'm more sensitive to as I will be introducing a new generation to RPGs soon--and I'd love it to be D&D Next). I think forces other than nostalgia are influencing the demand for pdf's of older adventures.
There's a great appetite for linked adventures like the classic A1-4, G1-3, and D1-3. The advantages of linked adventures is that they don't permanently fragment the customer base like all the Dark Sun/Planescape/Birthright/Dragonlance etc. split did in 2nd edition. And I hope that WotC won't be afraid of 'unusual' one-shots. Remember how much fun S3 was? Or Dead Gods?
So please, WotC, put a focus on adventures in D&D Next, even though they make less money than the rule books themselves. Tell the bean counters that these are an investment to make happy customers and generate more sales of the rule books so we can run the new killer apps that you've written. I really think the long-term success of D&D Next will depend on it.