I'm sure there will be huge boilerplate warnings that sections of the book are intended for use in FR campaigns only.I'm betting that when I get VGtM in hand, that it'll be FR in title only.
I'm sure there will be huge boilerplate warnings that sections of the book are intended for use in FR campaigns only.I'm betting that when I get VGtM in hand, that it'll be FR in title only.
However, if I go to Barnes & Noble and purchase this book, how would I (who doesn't know who the hell Volo is) know it is Forgetten Realms specific?
Furthermore, assuming I do know Volo, what am I to make of the reference(s) to the GreyHawk setting in the book?
I'm betting that when I get VGtM in hand, that it'll be FR in title only.
Google is your friend.
A handful of references buried in the interior text of a 224-page book aren't the same as a direct reference in the title, nor the product description on the manufacturer's website.
If you can't understand that distinction, I can't help you. Though, frankly, at this point I'm inclined to think you understand it perfectly well.
It appeals to hard-core 'loyal' fans who stick with the game through the full run of every edition, and thus buy a lot of product. It's a way of flogging revenue out of a very small, very devoted, fan base (it continues to work for Paizo with PF, for instance).Well we do have three editions of rapid release that have all failed to triple the fan base so there is at least some evidence that rapid release does not equate to greater appeal.
That's debatable. Some people think that the slow pace actually encourages new players to try the game, by lowering the perceived bar to entry. I don't know whether that's true or not--personally, I think "getting new players to try the game" is more of a personal networking thing--but it's certainly not an agreed-upon fact that a slow pace of release acts against garnering new players.The slow pace of release, as ByronD very cogently pointed out, doesn't flog revenue, nor does it build up the game itself or the broader hobby by getting new players to try the game
It certainly gives the game a clearer identity, which can't hurt in that regard. But it's not a driving force, by itself.That's debatable. Some people think that the slow pace actually encourages new players to try the game, by lowering the perceived bar to entry.
Agreed. By far the best way to learn a game like 5e D&D (as with the classic D&D it so carefully resembles) is to learn it from an experienced DM, preferably with some experienced players at the table. 5e has brought back many experienced players, and encourages capable DMs to run, and run the best games possible, through DM Empowerment (OK, in theory, it also encourages pathological DMs to abuse that empowerment, but on balance I think the net effect is well into the positive side).personally, I think "getting new players to try the game" is more of a personal networking thing--but it's certainly not an agreed-upon fact that a slow pace of release acts against garnering new players.
Some folks seem to think it's a 'Thumbs Down' button.What exactly do you find so funny about the initial post?
While that's true, 2nd Ed wasn't a WotC edition - it was produced prior to the buy-out.
@Hussar was referring to 3.0e, 3.5e, and 4e as his "three editions".

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.