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General Tabletop Discussion
*Dungeons & Dragons
5th edition Dungeons and Dragons: "There's a "Mod" for that!
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<blockquote data-quote="delericho" data-source="post: 5987449" data-attributes="member: 22424"><p>Very likely. Maybe not from WotC, but from the fans.</p><p></p><p></p><p></p><p>I will be extremely surprised if WotC actually deliver the majority of the modules that people want. I suspect they'll very quickly find that they just don't sell in the numbers WotC needs - certainly, far less than the more traditional splatbooks.</p><p></p><p></p><p></p><p>It really depends how they do it. If they can keep the core <em>really</em> slim, such that modules can be purely additive, then there would be more scope for adding them than if the core attempts to provide a full game in itself.</p><p></p><p>Of course, if the core <em>doesn't</em> provide a full game in itself, they're on a loser, so...</p><p></p><p>(IMO, their best bet is to structure the Rulebooks to present that extremely slim core, and then present a handful of 'default' modules that expand it out to the full game we've now sort-of seen (in part, at least).)</p><p></p><p></p><p></p><p>There's a lot of truth in this. A modular system that can be tailored to do X will inevitably be more complex than essentially the same game custom-built to <em>only</em> do X.</p><p></p><p>Speaking for myself, unless 5e is pretty damn close to the game I want right at the outset, then I'll very quickly move away from it. It won't matter if they later produce modules that make it my perfect game, because I'll have stopped paying attention by then.</p><p></p><p>Further, while I may well add a handful of modules to the game in order to tweak it, my tolerance for house rules, official or otherwise, is very low.</p></blockquote><p></p>
[QUOTE="delericho, post: 5987449, member: 22424"] Very likely. Maybe not from WotC, but from the fans. I will be extremely surprised if WotC actually deliver the majority of the modules that people want. I suspect they'll very quickly find that they just don't sell in the numbers WotC needs - certainly, far less than the more traditional splatbooks. It really depends how they do it. If they can keep the core [i]really[/i] slim, such that modules can be purely additive, then there would be more scope for adding them than if the core attempts to provide a full game in itself. Of course, if the core [i]doesn't[/i] provide a full game in itself, they're on a loser, so... (IMO, their best bet is to structure the Rulebooks to present that extremely slim core, and then present a handful of 'default' modules that expand it out to the full game we've now sort-of seen (in part, at least).) There's a lot of truth in this. A modular system that can be tailored to do X will inevitably be more complex than essentially the same game custom-built to [i]only[/i] do X. Speaking for myself, unless 5e is pretty damn close to the game I want right at the outset, then I'll very quickly move away from it. It won't matter if they later produce modules that make it my perfect game, because I'll have stopped paying attention by then. Further, while I may well add a handful of modules to the game in order to tweak it, my tolerance for house rules, official or otherwise, is very low. [/QUOTE]
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5th edition Dungeons and Dragons: "There's a "Mod" for that!
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