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5E: Ten Years Later
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<blockquote data-quote="Mercule" data-source="post: 6517469" data-attributes="member: 5100"><p>This is mostly a wish list. I'll make a nod toward viability/profitability, but acknowledge I don't really have a clue. Also, a ten-year plan is subject to some reassessment, so this is pretty rough.</p><p></p><p>0) Edition stability: Even though I hate the idea of a "living rules set", I'll agree that too much churn is very bad for the game's longevity. Future edition drift should be viewed similar to editions/printings of things like Risk or Life. There isn't a lot of change to the basic rules between editions (although Life had a couple of screwing "evolutions"). When/if 6E comes, it should hew pretty close to 5E and be largely compatible and familiar to players of earlier editions.</p><p></p><p>0.5) Digital enhancements: Downloads are <u>never</u> considered primary sources. Variant character sheets, etc. are fantastic, as is a FAQ, but anything found only online should be considered supplemental and secondary. I'm a fan of offering PDF versions of books and magazines, for those who want them, but a physical version should be available. Print-on-demand is fine, but "bind it at Kinkos" isn't.</p><p></p><p>1) "Core" source books: Keep it slim. No more than one per year, and only if really called for. Some sort of psionics book should come out in 2015. I could also see a MM2 in 2016 or 2017. Maybe a MM3 a year or two after that. I don't see a need for Deities and Demigods, but would listen for demand.</p><p></p><p>2) Settings: Release one per year, for the first couple years. Start with Eberron or the Realms, due to fan base, then look at others. I'd actually be inclined to do Eberron first, and support the Realms through the novel line -- potentially including a fluff-only setting book from that channel -- and leave its mechanical implementation as "implied setting" of the core books.</p><p></p><p>3) Adventures: Big "adventure path" or campaign in a book/box type adventures should have a purpose. That <u>can</u> be just a cool idea, but the idea should precede the "let's do an adventure path" (this is the issue w/ the Tyranny of Dragons path, IMO). I'd give priority to mega-adventures designed to support a setting and immerse the group in that setting and demo the "feel" of the setting. For sure, each setting book gets one AP, to be released concurrently. FWIW, there's no way I'd consider doing Elemental Evil anywhere but Greyhawk -- either you put out a 5E Greyhawk book or skip the AP altogether. If no good ideas or settings present themselves in a given year, there's no AP.</p><p></p><p>4) Periodicals: Primary support for the core game comes from a resurrection of Dragon and Dungeon magazine. Both are digital-first publications, with an option for customers to receive a print copy in the mail (related to point 0.5, above). Dragon focuses on rules issues, regardless of which side of the screen. Dungeon is for adventure publication. Both are principally filled with third-party content (quality control by WotC), with Sage Advice and similar first-party content. This probably means bringing back the "D&D Insider" subscription, but I'd be fine with content being free, if cost permits. Regardless, the end goal is to be able to gather the content into defined volumes or issues, for publication and permanent reference. If there isn't enough market/availability for content, this could be a quarterly publication, rather than monthly.</p><p></p><p>At an appropriate point, generally accepted material from Dragon can be compiled, potentially cleaned up, and republished in either a "Best of Dragon" soft-cover or an "Unearthed Arcana" or PHB2 hard-cover. The hard-cover route may get additional new material and generally rewritten, but sourcebooks beyond those listed, above, germinate in Dragon.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6517469, member: 5100"] This is mostly a wish list. I'll make a nod toward viability/profitability, but acknowledge I don't really have a clue. Also, a ten-year plan is subject to some reassessment, so this is pretty rough. 0) Edition stability: Even though I hate the idea of a "living rules set", I'll agree that too much churn is very bad for the game's longevity. Future edition drift should be viewed similar to editions/printings of things like Risk or Life. There isn't a lot of change to the basic rules between editions (although Life had a couple of screwing "evolutions"). When/if 6E comes, it should hew pretty close to 5E and be largely compatible and familiar to players of earlier editions. 0.5) Digital enhancements: Downloads are [U]never[/U] considered primary sources. Variant character sheets, etc. are fantastic, as is a FAQ, but anything found only online should be considered supplemental and secondary. I'm a fan of offering PDF versions of books and magazines, for those who want them, but a physical version should be available. Print-on-demand is fine, but "bind it at Kinkos" isn't. 1) "Core" source books: Keep it slim. No more than one per year, and only if really called for. Some sort of psionics book should come out in 2015. I could also see a MM2 in 2016 or 2017. Maybe a MM3 a year or two after that. I don't see a need for Deities and Demigods, but would listen for demand. 2) Settings: Release one per year, for the first couple years. Start with Eberron or the Realms, due to fan base, then look at others. I'd actually be inclined to do Eberron first, and support the Realms through the novel line -- potentially including a fluff-only setting book from that channel -- and leave its mechanical implementation as "implied setting" of the core books. 3) Adventures: Big "adventure path" or campaign in a book/box type adventures should have a purpose. That [U]can[/U] be just a cool idea, but the idea should precede the "let's do an adventure path" (this is the issue w/ the Tyranny of Dragons path, IMO). I'd give priority to mega-adventures designed to support a setting and immerse the group in that setting and demo the "feel" of the setting. For sure, each setting book gets one AP, to be released concurrently. FWIW, there's no way I'd consider doing Elemental Evil anywhere but Greyhawk -- either you put out a 5E Greyhawk book or skip the AP altogether. If no good ideas or settings present themselves in a given year, there's no AP. 4) Periodicals: Primary support for the core game comes from a resurrection of Dragon and Dungeon magazine. Both are digital-first publications, with an option for customers to receive a print copy in the mail (related to point 0.5, above). Dragon focuses on rules issues, regardless of which side of the screen. Dungeon is for adventure publication. Both are principally filled with third-party content (quality control by WotC), with Sage Advice and similar first-party content. This probably means bringing back the "D&D Insider" subscription, but I'd be fine with content being free, if cost permits. Regardless, the end goal is to be able to gather the content into defined volumes or issues, for publication and permanent reference. If there isn't enough market/availability for content, this could be a quarterly publication, rather than monthly. At an appropriate point, generally accepted material from Dragon can be compiled, potentially cleaned up, and republished in either a "Best of Dragon" soft-cover or an "Unearthed Arcana" or PHB2 hard-cover. The hard-cover route may get additional new material and generally rewritten, but sourcebooks beyond those listed, above, germinate in Dragon. [/QUOTE]
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