Like the Nentir Vale. A setting that had Pelor and Bane, the Keep on the Borderlands and Tomb of Horrors, Vistani and warforged, Strahd, Accerack, and Soth, and all the other best of from the various D&D worlds placed in one setting. Then we can sell off the rest of the settings for scrap and have our real D&D Golarion.No, not like Greyhawk, which is very 70s-esque (with the Realms being more 80s-esque...and yes, I know it was conceived of as far as the 60s and developed in the 70s).
I mean a setting created now, with 21st century D&D (players) in mind. I personally may not like elements of it, but it makes more sense than re-hashing and/or mutating the old. IMO.
As for my quote, nice catch there. But if anything, I can use it to support my point...Greyhawk and the Realms were developed in a very different era, both drawing more from 70s sword & sorcery and early (post-Tolkien) epic fantasy. Golarion is, in many ways, a nostalgic recreation of such a setting, but with a more 00s vibe. What I'm talking about is a setting built for the 2020s and beyond - one drawing more from contemporary sources.
Actually, part of the current cultural zeitgeist is postmodern-esque "drawing from everywhere"...so it could still include a region that is more classic D&D. I'd even start it out there, ala Nentir Vale. But then expand beyond with different cultural realms that are rather different.
A problem D&D has always had is that players and customers are not the same thing.I looked up the data, definitely a lot but not overwhelmingly GenZ.
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What a relief to know that no one 46 or over plays D&D!Strixhaven seemed to play into that, no? Magic wizard school?
I looked up the data, definitely a lot but not overwhelmingly GenZ.
You're right of course, a setting and/or ruleset that appeals to that group specifically seems like a good idea.
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Except they are not, if we go by that pie chart. Millenials, aka people 28-43, are by far biggest single cohort, and one with with largest amount of disposable income, especially older half of millennials who are in their prime earning years. Kids under 14 are also not gen Z, they are gen Alpha.I'm not sure what you are asking. Your question seemed to minimize GenZ in the customer base and I was simply pointing out that they were the single biggest cohort. Maybe I misunderstood you.
4E had hints about other places beyond the Nentir Vale all the time, but maps of the rest of the world didn't show up until the Conquest of Nerath boardgames, which subsequent magazine articles expanded upon in a segment called Nerathi Legends. IIRC a gazetteer was planned but was never released, though the Threats to the Nentir Vale release had new details and organizations in the Nentir Vale region.
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Contra some of the stuff from @Whizbang Dustyboots , which I don't think is wrong, but I think is too exclusive...What tropes and trappings would need to be included in a generic fantasy gen Z setting?
They later clarified that the numbers were 45+What a relief to know that no one 46 or over plays D&D!
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I'm a little confused, although it's not your fault. There used to be a cohort in between Generation X and Millennials called Generation Y, and they were significantly different than either of the generations on the border. For reasons that were never clear to me, the Powers That Be in marketing starting pretending like they didn't exist, put some of them as the youngest newly minted Gen Xers and the rest as an older half of Millennials that aren't really anything like the rest of Millennials. (Although they also split "Millennials" into Y.1 and Y.2 to represent this obvious and substantive difference; which is stupid as all get-out since using the older labels of Gen Y and Millennials already accomplished that task quite well.) It sounds like what you're describing are "disappeared" Generation Y, and I would suspect that that's a much bigger cohort than Generation Z, for various reasons, including, as you point out, the fact that they have a lot of disposable income. And as I said, the graph lists supposed players, not customers; and I question where they got data from 8 year olds in the first place. But whatever.Except they are not, if we go by that pie chart. Millenials, aka people 28-43, are by far biggest single cohort, and one with with largest amount of disposable income, especially older half of millennials who are in their prime earning years. Kids under 14 are also not gen Z, they are gen Alpha.
Gen Z are either still in school or in early stages of career.
I've seen over and over that they (wotc) should make new default setting for "modern" audience. But only one person tried to explain what that means, and he basically described modern audience as left/progressive leaning urban college kid from coastal part of USA.
IMHO, prime spending demographics are millenials and young gen Xers. They are ones that have income to spend on hobbies, but also, they are ones who will buy it for their kids. So anything aimed for kids should appeal to their parents.

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