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General Tabletop Discussion
*Dungeons & Dragons
A Sense of Wonder in 5E
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<blockquote data-quote="delericho" data-source="post: 5864645" data-attributes="member: 22424"><p>It's difficult for the game to give you back a sense of wonder. You can't be twelve again!</p><p></p><p>Additionally, I think that if you're looking to the rules to give you that sense of wonder, you're looking in the wrong place. Fundamentally, the rules boil down to nothing more than a mathematical framework allowing you and your friends to tell the stories. Those maths are never really going to be wondrous.</p><p></p><p>The place to look for sense of wonder is in the adventures. Epic conflicts against terrible monsters, the discovery of fabulous treasures and priceless relics, the telling of great stories, and the discovery of the unknown. These are the things that can give a sense of wonder.</p><p></p><p>And in that regard, I think 5e can do three things:</p><p></p><p>Firstly, and most obviously, it can provide adventures that provide a sense of wonder. Let's not have "Return of the Orc and his Pie". Let's not have another "Sunless Citadel". Or, rather, let's have these things, but make sure they're not the <em>only</em> published adventures! And while "Return to..." adventures probably sell extremely well (at least, relatively speaking), they need to be done sparingly - we need <em>new</em> stories, not just sequels to what has gone before.</p><p></p><p>But, secondly, the game needs to provide as much help as possible to support DMs in creating wondrous adventures. The DMG needs to discuss lots of terrain types (and not just the obvious mountains, forest, desert, but elemental vistas, ancient cities of gold, and whatever else can be imagined), and<em>make it easy for the DM to include these, and to evoke the sense of the other-worldly</em>. DMs shouldn't constantly be fighting the rules to include the off-beat; it should be baked-in. Likewise, the game needs to provide easy-to-use tools for creating new and terrible monsters, new and wondrous magic items, and the like. (The 3e tools for monsters design, to give an example of what not to do, are <em>incredibly</em> powerful... but they are so damn hard to use correctly!)</p><p></p><p>Finally, 5e can make the game easy to run and (mechnically) easy to prepare. Every minute that the game shaves off the DM's prep time is a minute he can rededicate to fleshing out story or character, to dreaming up wondrous sights, or whatever else.</p><p></p><p>And I think that may be as much as it can do.</p></blockquote><p></p>
[QUOTE="delericho, post: 5864645, member: 22424"] It's difficult for the game to give you back a sense of wonder. You can't be twelve again! Additionally, I think that if you're looking to the rules to give you that sense of wonder, you're looking in the wrong place. Fundamentally, the rules boil down to nothing more than a mathematical framework allowing you and your friends to tell the stories. Those maths are never really going to be wondrous. The place to look for sense of wonder is in the adventures. Epic conflicts against terrible monsters, the discovery of fabulous treasures and priceless relics, the telling of great stories, and the discovery of the unknown. These are the things that can give a sense of wonder. And in that regard, I think 5e can do three things: Firstly, and most obviously, it can provide adventures that provide a sense of wonder. Let's not have "Return of the Orc and his Pie". Let's not have another "Sunless Citadel". Or, rather, let's have these things, but make sure they're not the [i]only[/i] published adventures! And while "Return to..." adventures probably sell extremely well (at least, relatively speaking), they need to be done sparingly - we need [i]new[/i] stories, not just sequels to what has gone before. But, secondly, the game needs to provide as much help as possible to support DMs in creating wondrous adventures. The DMG needs to discuss lots of terrain types (and not just the obvious mountains, forest, desert, but elemental vistas, ancient cities of gold, and whatever else can be imagined), and[i]make it easy for the DM to include these, and to evoke the sense of the other-worldly[/i]. DMs shouldn't constantly be fighting the rules to include the off-beat; it should be baked-in. Likewise, the game needs to provide easy-to-use tools for creating new and terrible monsters, new and wondrous magic items, and the like. (The 3e tools for monsters design, to give an example of what not to do, are [i]incredibly[/i] powerful... but they are so damn hard to use correctly!) Finally, 5e can make the game easy to run and (mechnically) easy to prepare. Every minute that the game shaves off the DM's prep time is a minute he can rededicate to fleshing out story or character, to dreaming up wondrous sights, or whatever else. And I think that may be as much as it can do. [/QUOTE]
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