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3 Classic Settings Coming To 5E?
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<blockquote data-quote="Rygar" data-source="post: 8093862" data-attributes="member: 6756765"><p>I think it's worth noting that everyone's ignoring Gamma World in this thread as well. Which is a fair thing to do as GW was marketed as a "Separate Product" through it's history, but was really a heavy reskin of D&D. Gamma World is alongside Forgotten Realms and Dragonlance as having been present through D&D's history since 1st edition.</p><p></p><p>So I suspect that the three settings are:</p><p>1. Dragonlance - Been at least as successful as a product line as Forgotten Realms over the years, the only D&D product to have heavy penetration outside of the RPG market so it has a lot of recognition and power to bring in new customers, well known brand in many circles, highly marketable in movies and TV, dedicated built-in large audience to evangelize, very large novel range with the potential to bring in even more sales in E-Books increasing profitability, deeply invested writers who've asked WOTC to give them access. Dragonlance is a lock as one of the three settings.</p><p>2. Gamma World - Been released adjacent to pretty much every edition of D&D, been reasonably successful, has the ability to introduce a sci-fi aspect to D&D that allows for variety and breaks up monotony, post-apocalyptic material is still a hot seller right now.</p><p>3. Planescape - Dedicated fanbase, rules for very high level play supporting groups who've been playing for some time and want to advance higher, introduces a "Hub" to allow DMs to bring in different worlds.</p><p></p><p>Why I think the rest are out:</p><p>1. Al-Qadim - They didn't just go slapping warning labels all over their old product to bring back a setting certain to cause more outrage.</p><p>2. Kara-Tur - As above. There's no way they're doing this.</p><p>3. Dark Sun - About as popular as Gamma World and Planescape, but doesn't bring anything to the table beyond it. Planescape is high level and a hub, Gamma World is a different experience with familiar rules, Dark Sun is just a setting with nothing else going for it.</p><p>4. Greyhawk - In the same boat as Dark Sun, plus it's largely been on a shelf for decades so it just doesn't have a wide draw.</p><p>5. Birthright - Wasn't popular when it was in publication, it has no draw to it any more.</p><p>6. Spelljammer - Fills the same niche as Planescape, but doesn't open doors to different places as easily, and doesn't bring the high level play support. Not really a reason to pick it over Planescape.</p><p>7. Other settings - The other one-off or two-off settings tried over the years definitely aren't going to sell.</p></blockquote><p></p>
[QUOTE="Rygar, post: 8093862, member: 6756765"] I think it's worth noting that everyone's ignoring Gamma World in this thread as well. Which is a fair thing to do as GW was marketed as a "Separate Product" through it's history, but was really a heavy reskin of D&D. Gamma World is alongside Forgotten Realms and Dragonlance as having been present through D&D's history since 1st edition. So I suspect that the three settings are: 1. Dragonlance - Been at least as successful as a product line as Forgotten Realms over the years, the only D&D product to have heavy penetration outside of the RPG market so it has a lot of recognition and power to bring in new customers, well known brand in many circles, highly marketable in movies and TV, dedicated built-in large audience to evangelize, very large novel range with the potential to bring in even more sales in E-Books increasing profitability, deeply invested writers who've asked WOTC to give them access. Dragonlance is a lock as one of the three settings. 2. Gamma World - Been released adjacent to pretty much every edition of D&D, been reasonably successful, has the ability to introduce a sci-fi aspect to D&D that allows for variety and breaks up monotony, post-apocalyptic material is still a hot seller right now. 3. Planescape - Dedicated fanbase, rules for very high level play supporting groups who've been playing for some time and want to advance higher, introduces a "Hub" to allow DMs to bring in different worlds. Why I think the rest are out: 1. Al-Qadim - They didn't just go slapping warning labels all over their old product to bring back a setting certain to cause more outrage. 2. Kara-Tur - As above. There's no way they're doing this. 3. Dark Sun - About as popular as Gamma World and Planescape, but doesn't bring anything to the table beyond it. Planescape is high level and a hub, Gamma World is a different experience with familiar rules, Dark Sun is just a setting with nothing else going for it. 4. Greyhawk - In the same boat as Dark Sun, plus it's largely been on a shelf for decades so it just doesn't have a wide draw. 5. Birthright - Wasn't popular when it was in publication, it has no draw to it any more. 6. Spelljammer - Fills the same niche as Planescape, but doesn't open doors to different places as easily, and doesn't bring the high level play support. Not really a reason to pick it over Planescape. 7. Other settings - The other one-off or two-off settings tried over the years definitely aren't going to sell. [/QUOTE]
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