D&D 5E 5e Boxed Sets, what should WotC make?

WOTC should stick to boxed sets for starters. Everything else in the game is best covered by a book or a separate accessory.

Miniatures, or even worse to me, tokens, encounter maps, dice, paper terrain, and other props have no value in my game. I have the Miniatures, I have my own terrain, etc. - sell that stuff as accessories. A DM who runs TotM is going to have her own list about what she finds worthless in a box too - it actually may look a lot like mine for very different reasons.

Boxes are great for introducing the game and getting into the big box stores. I think they should do more tie-ins to popular media where appropriate.
 

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A 5 dollar box with everything you need to run a 1-4 hour adventure and learn what D&D is, including some cheap but decent minis and maps.
The adventure packets from the DNDnext period were awesome for that.
  • Cheap
  • Small DM screen that doubled as folio to put the adventure booklet and the DM booklet.
  • a map for the adventure.

Legacy of the Crystal Shard and Murder in BG are still my gold standard on how to market smaller modules.
 

What SHOULDN'T be in a Starter Box set:

The Mechanical

Blank graph/hex paper: It won't get used. Whereas many of us doodled dungeons whenever we could, kids nowadays doodle on computers, not on paper.

A set of 7 dice: 7 dice are only good if you're trying to irritate or confuse new players. You can't roll 4d6dl with 1d6. You need 4d6. You can't roll advantage with only one d20. You need 2 for advantage. The set needs 1d4, 4d6, 1d8, 1d10, a percentile die, 1d12, and 2d20.

2 sets of initiative cards: Cards are great. They're wonderful for tracking magic items. But for initiative tracking, it's cumbersome and inferior. What's the best way to track initiative? A pad of paper and a golf pencil.

Pen and paper and dice are fun. But acknowledge that for a Gen-Zer, they may not be THAT fun.

The Philosophical

Fan service that pays homage to the game's roots: I'm sorry to say this but no one wants to look at the older editions art styles and anyone who does is already playing D&D. If you tell your kid "This is what it was like in my day," they will not want to play it.

Evil Races: What if you had a pair of orcs that were guarding a prisoner in the service of their Dark Lord? It would probably be okay to kill them right off the bat because we've been told that orcs are inherently evil and these orcs are doing evil things for an evil boss. Now, what if you overhear these orcs say that they hate working for that Dark Lord but they're scared of being killed and, in fact, all they want to do is run away and start a life somewhere so they can not have to do evil things all day? You'd hopefully question whether orcs are inherently evil. If you asked the orcs their names, they might even tell you that they are named Shagrat and Gorbag and that they are from the Lord of the Rings and that Tolkien himself said that even orcs could be good.

Cultural appropriation, Eurocentricism, and otherism: Obviously, a lot of ink has been spilled in the past year over the misappropriation of Roma culture for Strahd. Changing a couple of things about them is a start, not an end.

There does need to be a frank discussion over D&D's fraught history as an outlet for "nerd power fantasies" and, frankly, lazy reliance on old racial tropes. For example, there's no reason why a monk that fights has to be conceived as some kind of discount Shaolin monk. A monk is just an ascetic practitioner of a religion. Most religions have at least some practices that can be deemed ascetic.

And then there is the stubborn anchoring of D&D to a pseudo-medieval Europe. Europe is not an entire world. It's about the size of the contiguous US or Australia. If D&D is to be a world, set it in a world. Not a pocket of a continent.

Let the past die. Kill it if you have to.
 



A box, as opposed to a book, needs to be about the things that you need a box to deliver.
Actually, I don't agree. I'd be fine with it being just a campaign setting, with space to hold an adventure and/or hardcover book. Just being able to keep all those related items in one single container is a good enough reason for me. Further, it does allow you to do a campaign setting or adventure book where you can have seperate booklets for the player & DM (or subsets for the DM, like Act I, Act II, Act III, Book of NPCs/Monsters and the like).

Also, not having the world map stitched into the book binding is a huge plus to me, as I've accidentally ripped book-bound maps getting them out or been annoyed when they just fall out of the book upon pulling it from the shelf.

Adding goodies a hardcover can't will always be nice, but not required to turn something into a boxed set.
 

Actually, I don't agree. I'd be fine with it being just a campaign setting, with space to hold an adventure and/or hardcover book. Just being able to keep all those related items in one single container is a good enough reason for me. Further, it does allow you to do a campaign setting or adventure book where you can have seperate booklets for the player & DM (or subsets for the DM, like Act I, Act II, Act III, Book of NPCs/Monsters and the like).

Also, not having the world map stitched into the book binding is a huge plus to me, as I've accidentally ripped book-bound maps getting them out or been annoyed when they just fall out of the book upon pulling it from the shelf.

Adding goodies a hardcover can't will always be nice, but not required to turn something into a boxed set.
I'd be happy to sell you some empty boxes to put your related items into :)
 

A set of 7 dice: 7 dice are only good if you're trying to irritate or confuse new players. You can't roll 4d6dl with 1d6. You need 4d6. You can't roll advantage with only one d20. You need 2 for advantage. The set needs 1d4, 4d6, 1d8, 1d10, a percentile die, 1d12, and 2d20.
this is ]

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Rolling with advantage? Roll twice and take the highest roll, disadvantage roll 2x and take the lowest roll. 4D6? Roll the die 4x. For many, many people those dice in the starter set are their first set and saying you "can't" just because... you won't, well that's ableism. Maybe the person who bought it is a 12 year old kid who bought that starter set with their chore money and do not have enough to also buy a set of dice at the same time? That's who these things are targeted towards, people who have never played and want to try it out. Just because you can buy those things doesn't mean they can and they want those people to crack open that box and start playing right then and there. These aren't for you.

But, FYI, D&D hasn't been Eurocentric fantasy in a LOOOOONG time. Eberron isn't Eurocentric, Planescape isn't, Dark Sun isn't, even the Forgotten Realms isn't. Sword Coast? Sure. Dalelands sure but where in Europe is Lantan? Thay? Mulhorand? Evermeet? Chult? That's just on the core continent of Faerun itself. Faerun is as multicultural as it gets whole being EARTH centric. It's also extremely Northern American, specifically Canadian, which means a melting pot of cultures.

EVen Dragonlance is more Mormon than European in its cultural approach and Mormonism is as American as Apple Pie and cheeseburgers. It's got some Wagnerian elements sure but take the QUe SHu, sure Goldmoon has pale skin and blonde hair, the rest are very much portrayed as Native American and as the lost Tribe of Israel.

Ravenloft COULD appear Eurocentric but once you get out of the corelands like Barovia you get into whole other cultures including not like anything on earth.

Speaking about moving away from Eurocentrism while also talking about cultural appropriation leads down a very narrow path that is difficult to navigate in today's climate. Very difficult. People write about what they know and the hobby was not something that appealed to people for nearly 30 years outside of a certain demographic in spite of attempts by companies to reach outside of that demographic. It wasn't racism. In fact it was a stigma to play D&D through the mid 80s to just the last handful of years when Celebrities felt confident enough to come out of the closet about their hobby. People thought they were cool so gaming started to become cool and new demographics started checking the game out. But the guys back then? Many of the guys now? They grew up on classic fantasy and that was their culture, that's what they knew. That's what we knew. You want new stuff? Don't complain about the old stuff, make your own stuff, publish it! Either on a website or on DMSGuild. It's not like the 2e days when TSR would sue you into oblivion for having the letters AD and & or + followed by a D on your website. You can, and SHOULD, get your own material out there. Some people want Eurocentric fantasy and that's ok but lumping everything D&D into Eurocentric? What does that even mean because Europe is just as diverse in it's folklore as anywhere else. An elf in Ireland is not an elf in Germany. A dwarf in Italy isn't even similar to the Dwarves in Northern Europe.

Cultural appropriation isn't defined as using things from other cultures. It is defined as disrespectfully appropriating things from other cultures. It's Slutty Indian Princess costumes. Nothing in the Forgotten Realms, as an example, should be taken as cultural appropriation. It's done with a love of the source material. Is some of it maybe wrong headed? Sure, but none of it is disrespectful. None of it is intended to make fun or marginalize people from Meso-America, Africa, Asia, India, Russia or Europe.

So honestly, what you've done is illustrate your own Ableism in this post while not using it to help others but instead to complain. I may offend you in my response but that is neither here nor there but let's keep it real and be honest because the comment about not including dice and things that help people learn the game and then a spiel on culture like you're chiding someone for doing things you don't like? That's a real demo of privilege.
 

Actually, I don't agree. I'd be fine with it being just a campaign setting, with space to hold an adventure and/or hardcover book. Just being able to keep all those related items in one single container is a good enough reason for me. Further, it does allow you to do a campaign setting or adventure book where you can have seperate booklets for the player & DM (or subsets for the DM, like Act I, Act II, Act III, Book of NPCs/Monsters and the like).

Also, not having the world map stitched into the book binding is a huge plus to me, as I've accidentally ripped book-bound maps getting them out or been annoyed when they just fall out of the book upon pulling it from the shelf.

Adding goodies a hardcover can't will always be nice, but not required to turn something into a boxed set.
Allll of this. I'd love to not have to always buy stuff in hardcovers! Adventures don't need to be hardcovers for example! And binding the maps into the books on that serrated paper? STUPID as they are so tight against the spine and the signatures that it is very easy to rip those maps to kingdom come. I did like that they were doing independent map packs ala Paizo for Dungeon of the Mad Mage etc and sad they stopped.
 


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