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WotC James Wyatt is on the Dungeons & Dragons Team Again

Hatmatter

Laws of Mordenkainen, Elminster, & Fistandantilus
As someone who owned Gama World, Top Secret, and Boot Hill, not to mention the Dallas role-playing game (can’t remember who published that one), what I intended to convey, Tetrasodium, was that there are unchartered areas that could be explored. One example of that is different genre RPGs that build upon the D&D chasis sort of like in the d20 vein, but done with contemporary 5th edition design principles and cross-platform marketing, built to facilitate cross pollination with D&D campaigns if players wanted that. But, because I am not smart, it is merely one poor example of ways the game can innovate in new directions without overhauling the rules.
 

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Reviewing Wyatt's work... he's done a lot of stuff on D&D going back to 2001, but his largest contributions were in the 4E era. He was part of the core development team that created 4E, and played a big role in the sweeping overhaul of D&D lore that produced the World Axis cosmology (among other things).

I had mixed feelings about 4E mechanically, but there were a number of things it did well that I wish 5E did a little better. And on the lore front, I consider 4E to be an unqualified success--ironic, given that one of the knocks against 4E was how it disconnected lore from mechanics! They created this amazing evocative world (far better than the Great Wheel IMO), and then they put it into a system that held it at arm's length and treated it as disposable flavor text.

I'd love to see all that 4E lore revived and given a 5E treatment, perhaps as a stand-alone setting book. That probably isn't what Wyatt is working on, but if it is, I'll buy it in a heartbeat.
James was great. Seemed like a real nice guy too, though I haven't ever met him myself.

I'd love to see WotC spend a little more energy on pushing World Axis and bolstering its lore. Dunno if they will really do that. I can see how it would be somewhat redundant in their minds. James would be a good guy to do it though. He definitely was a force in 4e's lore and design.
 

Whizbang Dustyboots

Gnometown Hero
I'd love to see WotC spend a little more energy on pushing World Axis and bolstering its lore. Dunno if they will really do that. I can see how it would be somewhat redundant in their minds. James would be a good guy to do it though. He definitely was a force in 4e's lore and design.
There's definitely an audience for a Nentir Vale sourcebook, including the World Axis cosmology, 4E-flavored player content and monsters that have a "bloodied" state.
 

Frankly, I have a hard time imagining the business end being so wound up about IP and licensing that they'd mandate so many broad changes to the game system and the content of the lore. I doubt they'd even have that much of a clue about it at that level.
Plus, if so much was being driven by licensing and IP concerns, I'd expect that the GSL wouldn't have been so late that it felt like the team responsible for it got caught with their pants down when all of a sudden the deadlines had arrived.

I really wish someone with an insider view would drop some information about it. I've seen posts where Scott Rouse alluded to some drama, but he dropped no details.
Yeah, that whole theory is a bit silly. I think it is pretty well-established that WotC/D&D team sold Hasbro on a modernization of D&D that would produce some new business streams, like DDI. Now, GSL might have been a thing that management insisted was needed as part of being willing to invest the money, it definitely strikes me as a bean-counter kind of move. Not sure why it was late, perhaps nobody really addressed the whole thing, and assumed OGL would happen, until the last minute when someone high up said "No!" and then they had to scramble. That is classic corporate politics.

Things like changes in formats and such have also been adequately explained. The vision was a game that had a sort of "Eurogame vibe" to it.
 

As someone who owned Gama World, Top Secret, and Boot Hill, not to mention the Dallas role-playing game (can’t remember who published that one), what I intended to convey, Tetrasodium, was that there are unchartered areas that could be explored. One example of that is different genre RPGs that build upon the D&D chasis sort of like in the d20 vein, but done with contemporary 5th edition design principles and cross-platform marketing, built to facilitate cross pollination with D&D campaigns if players wanted that. But, because I am not smart, it is merely one poor example of ways the game can innovate in new directions without overhauling the rules.
The problem is that one system does not fit all needs or tastes. When you mention those 4 games, none of them is, in any way, compatible with the others (aside from just being RPGs and mere chance from there). Of them all, only Gamma World was even structurally similar to D&D, and that was partly due to the similar genre (Science Fantasy vs Heroic Fantasy).

The track record for 'do it all systems' is not that great, GURPS, BRP, d20 Modern. None of them is really significant today. They have had some limited successes, but in every case there are genre specific games built from scratch to handle specific types of play which are the market leaders. Call of Cthulhu is probably just about the only exception to that. GURPS is mostly moribund, aside from CoC nobody uses BRP anymore, and d20 Modern is long dead.
 

Hatmatter

Laws of Mordenkainen, Elminster, & Fistandantilus
The problem is that one system does not fit all needs or tastes. When you mention those 4 games, none of them is, in any way, compatible with the others (aside from just being RPGs and mere chance from there). Of them all, only Gamma World was even structurally similar to D&D, and that was partly due to the similar genre (Science Fantasy vs Heroic Fantasy).

The track record for 'do it all systems' is not that great, GURPS, BRP, d20 Modern. None of them is really significant today. They have had some limited successes, but in every case there are genre specific games built from scratch to handle specific types of play which are the market leaders. Call of Cthulhu is probably just about the only exception to that. GURPS is mostly moribund, aside from CoC nobody uses BRP anymore, and d20 Modern is long dead.
Thank you, Abdul, you are correct. I played GURPS and was not thinking of something so all-embracing...rather going in the different direction with a succession of different games. My example was simply one that suggests that there is a way that the D&D chassis could be used to develop new games with their own unique elements but that would integrate with D&D with far less difficulty then, say Call of Cthulhu would with D&D or what have you. Then, those games could leverage the success Wizards is enjoying with D&D to get the word of those new games out in ways that other companies may not be able to do.

Again, though, it is merely one example of likely scores of ways that D&D could be advanced in ways that are not based on endlessly fine-tuning rules presently known as "5th edition." That's all. I am not a game designer, so I am giving myself a free pass to suggest that there are ways to expand the game to places it has not been without having to know what they all are. :D
 

FitzTheRuke

Legend
Thank you, Abdul, you are correct. I played GURPS and was not thinking of something so all-embracing...rather going in the different direction with a succession of different games. My example was simply one that suggests that there is a way that the D&D chassis could be used to develop new games with their own unique elements but that would integrate with D&D with far less difficulty then, say Call of Cthulhu would with D&D or what have you. Then, those games could leverage the success Wizards is enjoying with D&D to get the word of those new games out in ways that other companies may not be able to do.

Again, though, it is merely one example of likely scores of ways that D&D could be advanced in ways that are not based on endlessly fine-tuning rules presently known as "5th edition." That's all. I am not a game designer, so I am giving myself a free pass to suggest that there are ways to expand the game to places it has not been without having to know what they all are. :D
Well, I get where you are going with this, and I think you're on to something.

The main thrust, I believe, is that WotC could, going forward, use their talented RPG-designing staff to do something new rather than to (yet again) start over again with the same material for yet another edition.

I don't see another edition on the horizon, so we may get some of that at least. I doubt anything too revolutionary, but you never know.
 

Hatmatter

Laws of Mordenkainen, Elminster, & Fistandantilus
Well, I get where you are going with this, and I think you're on to something.

The main thrust, I believe, is that WotC could, going forward, use their talented RPG-designing staff to do something new rather than to (yet again) start over again with the same material for yet another edition.

I don't see another edition on the horizon, so we may get some of that at least. I doubt anything too revolutionary, but you never know.
Yes, that is what I meant. Your concision is admirable!
 

Thank you, Abdul, you are correct. I played GURPS and was not thinking of something so all-embracing...rather going in the different direction with a succession of different games. My example was simply one that suggests that there is a way that the D&D chassis could be used to develop new games with their own unique elements but that would integrate with D&D with far less difficulty then, say Call of Cthulhu would with D&D or what have you. Then, those games could leverage the success Wizards is enjoying with D&D to get the word of those new games out in ways that other companies may not be able to do.

Again, though, it is merely one example of likely scores of ways that D&D could be advanced in ways that are not based on endlessly fine-tuning rules presently known as "5th edition." That's all. I am not a game designer, so I am giving myself a free pass to suggest that there are ways to expand the game to places it has not been without having to know what they all are. :D
Yeah, I hear you. That was the path Chaosium took. Every time they wrote a new RPG they just tweaked the same basic core rules, and then eventually extracted them and called it BRP. TSR interestingly avoided that path entirely, though I cannot say either company was more or less successful.

Anyway, it is just hard to build a lot of games on D&D, which assumes a very strong power curve where you start weak (almost normal human) and then ramp up to almost godlike. It works well for the genre, and maybe for GW, but imagine Call of Cthulhu where your PCs are 12th level and slaying Shuggoths and whatnot? It is definitely NOT what people play that genre to get! Or a supers game, nobody wants to start their supers game as a normal human, they're super heroes, from day one. At best they might play an 'origin story' or something. So we see that D&D, as a framework, is not all that applicable to these games.

This is also why 5e will never be extended into this sort of 'universal system'. WotC tried it with d20 Modern. The rules WORK, it is certainly quite feasible to build the mechanics, but the tone and other aspects that d20 Modern promotes are not really suitable for a lot of games. Or you have to get rid of a lot of the D&Disms, like levels (or many of their effects anyway) at which point one must question the value of the entire enterprise. So, I could imagine a
Yes, that is what I meant. Your concision is admirable!
Oh, yeah, they have a lot of talent. It has been a LONG time though since WotC seemed interested in any game except D&D though. They allowed their Star Wars license to lapse and Saga was the last non-D&D RPG WotC has tried, unless you count the 4e version of GW (I guess that does count, though it was not a very ambitious effort overall). Honestly, since acquiring TSR WotC has really not done much outside of D&D. They put out d20 Modern, but didn't do a ton with it, and that was way back when at this point. Prior to that you have to go all the way back to Everway, which was a pretty interesting game in some ways but died pretty quickly.

It would be interesting to see what they could do, but I'd be very surprised if they put their own people on anything like that. I could see them perhaps farming out a property to a 3PP to do an 'official' version of something or other. Beyond that they have seemed pretty content to leave the experimenting to others.
 


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