To push on @mearls 's idea of "adventure-forward design", I'd like to see adventures that have all the rules required to run them inside the adventure. We've grown to accept this idea that in order to run an adventure, you also need to learn and reference a complicated rule book, one which for many games runs in the hundreds of pages. How about lowering the rules barrier by having all the rules you need to run the adventure, and only the ones you need, inside the adventure. I can only think of a couple of examples that do this (e.g. Lady Blackbird). We've always thought of RPGs as rule systems first, then adventures to support it. What design space can we open up if we flip the paradigm?Here is what I want to see:
EDIT: I forgot to add one thing I really want to buy - a superhero game with * Borg level rules and graphic design. Small, compact book with easy character creation, simple rules, but oozing with flavor evoked by art and graphic design.
- A really good D&D starter set. I have high hopes for the new set coming out this fall. It looks great.
- I would LOVE to see the design team at WotC take a lot more risks and really embrace D&D Beyond as a place where they can experiment with smaller, more focused products. Unleash the team now that the rules update is in the rearview mirror.
- Adventures designed from the experience of running things on a VTT. Design, iterate, and playtest using online tools. Never run them in-person. What changes? How does the design shift?
- More Mork Borg/Pirate Borg/etc-sized games, but with different esthetic, tone, etc. I love the feel of a new game that I can wrap my head around in an hour and jump into running after an evening spent reading and prepping.
- More of what I think of "adventure forward" designs. Back in the day, I was sold on Mothership because the adventures are creepy and awesome. I'd love to see more games that start with adventure concepts and then build a system to support them.