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*Dungeons & Dragons
5E: Planning to Last?
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<blockquote data-quote="hbarsquared" data-source="post: 5912413" data-attributes="member: 4550"><p>I think this goes without saying, but I am hoping that the current designers are at least thinking about this issue...</p><p></p><p>I want to see 5E D&D Next <em>last.</em> I definitely understand that this will depend on sales figures, quantifiable success, the ups and downs of the market... But I would like to see the next iteration last at least 10 years.</p><p></p><p>3.5 was annoying, and the entirety of third edition lasted, what, seven years? (~2001-2008). 4E at four years? I hope part of the design is building something that will last. Something that won't create bloat or thousands of overwhelming options within a few years. Something that they can add onto for a long time to come, while still making money.</p><p></p><p>I hope the designers have said to themselves, "Okay, after we release these twenty books in the first two years, what can we continue to offer that will 1) not overwhelm, 2) not change the core system, 3) be interesting and useful, and 4) make money?"</p><p></p><p>The "modular" nature of the system, so far, seems promising. It means they can continue to release material that offers options on how to play the game, rather than just more options for doing the same thing.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 5912413, member: 4550"] I think this goes without saying, but I am hoping that the current designers are at least thinking about this issue... I want to see 5E D&D Next [i]last.[/i] I definitely understand that this will depend on sales figures, quantifiable success, the ups and downs of the market... But I would like to see the next iteration last at least 10 years. 3.5 was annoying, and the entirety of third edition lasted, what, seven years? (~2001-2008). 4E at four years? I hope part of the design is building something that will last. Something that won't create bloat or thousands of overwhelming options within a few years. Something that they can add onto for a long time to come, while still making money. I hope the designers have said to themselves, "Okay, after we release these twenty books in the first two years, what can we continue to offer that will 1) not overwhelm, 2) not change the core system, 3) be interesting and useful, and 4) make money?" The "modular" nature of the system, so far, seems promising. It means they can continue to release material that offers options on how to play the game, rather than just more options for doing the same thing. [/QUOTE]
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