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<blockquote data-quote="Grandpa" data-source="post: 5751078" data-attributes="member: 560"><p>[NOTE: Original post edited for clarity.]</p><p>If this has already been discussed ad nauseum, I apologize (and humbly request a link!):</p><p></p><p>I'm curious what the reaction would be to the next edition of D&D being released online-only, with the same production values, and then played and updated as normal, but not released to print and the larger public until version "<em>x</em>.5" would normally take place, after deep systemic errata has ended?</p><p></p><p>When Essentials was labeled "4.5" by the community, I wondered how Wizards could address deep system concerns without requiring "incompatible" new books that upset and divided their user base. Around the same time, the new Red Box reminded me that once upon a time I made a conscientious and exciting decision to go from the "Basic" to "Advanced" set of rules. This combination of thoughts led to the idea of the next edition of the game being initially released online-only as "AD&D," and the vocal complaints about fifth edition compelled me to share it.</p><p></p><p>Potential advantages:</p><ol> <li data-xf-list-type="ol">It adds a compelling reason to own an Insider account.</li> <li data-xf-list-type="ol">It suggests a commitment to quality and community.</li> <li data-xf-list-type="ol">It ties community to the production of a new edition.</li> <li data-xf-list-type="ol">It dulls criticism about "an iconic, public brand" while it functions more like "a community sandbox."</li> <li data-xf-list-type="ol">It gives designers more freedom to adjust to deep problems (e.g., skill challenges, feat taxes).</li> <li data-xf-list-type="ol">It can still be produced physically through less-conventional channels (e.g., online per-purchase publishing (with current errata!) or FLGS middle man).</li> <li data-xf-list-type="ol">It can be marketed with a familiar brand (Advanced D&D).</li> <li data-xf-list-type="ol">It makes the D&D brand seem more progressive.</li> <li data-xf-list-type="ol">It enhances the quality of public releases.</li> </ol><p>And disadvantages:</p><ul> <li data-xf-list-type="ul">It may not generate the subscription or publishing revenue to support modules, game screens, splat books, etc., and other material important to edition maturation.</li> <li data-xf-list-type="ul">It may incentivize the release of unfinished content, dooming it to a community that spits the lukewarm from their mouths.</li> <li data-xf-list-type="ul">It may require unrealistic discipline to prevent designers from ceaseless tuning instead of release progress.</li> <li data-xf-list-type="ul">It may require online support that Wizards is unable or unwilling to accommodate.</li> </ul><p></p><p>I'm sure I missed a lot. My knowledge of community and development isn't strong enough to share ideas with confidence but the fantasy appealed to me, and I enjoyed the opportunity to brain dump it.</p></blockquote><p></p>
[QUOTE="Grandpa, post: 5751078, member: 560"] [NOTE: Original post edited for clarity.] If this has already been discussed ad nauseum, I apologize (and humbly request a link!): I'm curious what the reaction would be to the next edition of D&D being released online-only, with the same production values, and then played and updated as normal, but not released to print and the larger public until version "[I]x[/I].5" would normally take place, after deep systemic errata has ended? When Essentials was labeled "4.5" by the community, I wondered how Wizards could address deep system concerns without requiring "incompatible" new books that upset and divided their user base. Around the same time, the new Red Box reminded me that once upon a time I made a conscientious and exciting decision to go from the "Basic" to "Advanced" set of rules. This combination of thoughts led to the idea of the next edition of the game being initially released online-only as "AD&D," and the vocal complaints about fifth edition compelled me to share it. Potential advantages: [LIST=1] [*]It adds a compelling reason to own an Insider account. [*]It suggests a commitment to quality and community. [*]It ties community to the production of a new edition. [*]It dulls criticism about "an iconic, public brand" while it functions more like "a community sandbox." [*]It gives designers more freedom to adjust to deep problems (e.g., skill challenges, feat taxes). [*]It can still be produced physically through less-conventional channels (e.g., online per-purchase publishing (with current errata!) or FLGS middle man). [*]It can be marketed with a familiar brand (Advanced D&D). [*]It makes the D&D brand seem more progressive. [*]It enhances the quality of public releases. [/LIST] And disadvantages: [LIST] [*]It may not generate the subscription or publishing revenue to support modules, game screens, splat books, etc., and other material important to edition maturation. [*]It may incentivize the release of unfinished content, dooming it to a community that spits the lukewarm from their mouths. [*]It may require unrealistic discipline to prevent designers from ceaseless tuning instead of release progress. [*]It may require online support that Wizards is unable or unwilling to accommodate. [/LIST] I'm sure I missed a lot. My knowledge of community and development isn't strong enough to share ideas with confidence but the fantasy appealed to me, and I enjoyed the opportunity to brain dump it. [/QUOTE]
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