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<blockquote data-quote="Mercule" data-source="post: 6553584" data-attributes="member: 5100"><p>I agree with your assessment. Honestly, I'm not sure that isn't what I want, too. </p><p></p><p>After four editions, with multiple incompatibilities each time, I really just want an "evergreen" game. We've got a really good set of rules, now. Sure, there's going to be a few bugs that need to get fixed, but Monopoly reprints every few years with minor clarifications -- they just don't radically redefine things (usually). I don't want a bazillion splat books that will inevitably cause the game to collapse in on itself. I <u>definitely</u> don't want a ton of piecemeal, online revisions disguised as "errata".</p><p></p><p>The board game model is a good one. The various flavors of Risk are good models for settings. Don't worry about finding a place for Warforged in Faerun or genasi in Eberron. Adventures are a different kind of expansion, but still an expansion. But, an adventure set in a specific setting is an expansion for an expansion, not the base game. That's not a bad thing, but it limits the audience.</p><p></p><p>On the other hand, I'm not entirely confident that Hasbro/WotC hasn't decided to make D&D and Forgotten Realms synonymous. That would really tick me off and push me out of the game, but I can see the strategy. It gives them a consistent way to market across media.</p><p></p><p></p><p>But, are they on the shelves? If I start up a 5E Planescape game, will my players know where to go to get stuff. As a 30+ year gaming veteran, <em>I</em> don't know what I'd need to GM Planescape. I'd start by hitting Drive Thru RPG and look for a core setting, but that's it's own sort of specialized knowledge. Pity the GM who got into D&D because he stumbled onto his dad's copy of Torment. Also, converting 2E to 5E is going to be a lot easier for me than for a green teenager.</p><p></p><p>This is where the boardgame analogy can break down. Risk Godstorm is entirely self-contained. If someone really liked the sound of it, they either find the game or not. Try running Talisman 1E Dungeon with the 3E base game. Someone with some experience and ingenuity could do it, but not a new player. The Artifacer is key to Eberron, but it's not a direct port to 5E. The numerous threads about Dragonmarks show the difficulty of that conversion. It's not trivial, even for decade-long fans.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6553584, member: 5100"] I agree with your assessment. Honestly, I'm not sure that isn't what I want, too. After four editions, with multiple incompatibilities each time, I really just want an "evergreen" game. We've got a really good set of rules, now. Sure, there's going to be a few bugs that need to get fixed, but Monopoly reprints every few years with minor clarifications -- they just don't radically redefine things (usually). I don't want a bazillion splat books that will inevitably cause the game to collapse in on itself. I [u]definitely[/u] don't want a ton of piecemeal, online revisions disguised as "errata". The board game model is a good one. The various flavors of Risk are good models for settings. Don't worry about finding a place for Warforged in Faerun or genasi in Eberron. Adventures are a different kind of expansion, but still an expansion. But, an adventure set in a specific setting is an expansion for an expansion, not the base game. That's not a bad thing, but it limits the audience. On the other hand, I'm not entirely confident that Hasbro/WotC hasn't decided to make D&D and Forgotten Realms synonymous. That would really tick me off and push me out of the game, but I can see the strategy. It gives them a consistent way to market across media. But, are they on the shelves? If I start up a 5E Planescape game, will my players know where to go to get stuff. As a 30+ year gaming veteran, [I]I[/I] don't know what I'd need to GM Planescape. I'd start by hitting Drive Thru RPG and look for a core setting, but that's it's own sort of specialized knowledge. Pity the GM who got into D&D because he stumbled onto his dad's copy of Torment. Also, converting 2E to 5E is going to be a lot easier for me than for a green teenager. This is where the boardgame analogy can break down. Risk Godstorm is entirely self-contained. If someone really liked the sound of it, they either find the game or not. Try running Talisman 1E Dungeon with the 3E base game. Someone with some experience and ingenuity could do it, but not a new player. The Artifacer is key to Eberron, but it's not a direct port to 5E. The numerous threads about Dragonmarks show the difficulty of that conversion. It's not trivial, even for decade-long fans. [/QUOTE]
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