D&D General Adventurers in Faerun-The Book of Low and Mid Level Adventures?

I am saying that I don't believe people aren't interested in high level stories. Especially now, where superheroes and amime sbound.
fine, there is little interest in high level stories in D&D ;)

WotC, as a company, follows the market. And if there is a pervasive meme that you can't successfully play "high level D&D" then it makes sense they don't design and publish many of those. But that just exacerbates the problem.
I sure hope WotC has a better way to gauge the market demand for this than a forum discussion. I am pretty sure that their lack of high level adventures is a reflection of a company following the market.

But why, then, don't they eliminate those top levels? Inertia?
probably, it's one of those sacred cows they have decided cannot be killed
 

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I am saying that I don't believe people aren't interested in high level stories. Especially now, where superheroes and amime sbound.

I think people, Especially here, are dismissing it out of hand mostly due to habit.

WotC, as a company, follows the market. And if there is a pervasive meme that you can't successfully play "high level D&D" then it makes sense they don't design and publish many of those. But that just exacerbates the problem.

But why, then, don't they eliminate those top levels? Inertia?
As mentioned earlier, Jeremy Crawford specifically explained why they design for high levels despite 90% of tables not playing them: aspirational material. Even if it doesn't get used, people can read and get an idea of the potential development arc.

Also, inertia. They probably couldn't do a 10 Level game at this point anymore than they could dump Alignment or the precise set of six 3-18 Ability Scores. Tradition is strong.
 

eh, Spelljammer is highly specific, while it can connect to different worlds, how many people want to connect worlds, and how many out of those want to use sailships in space for that...
I think the better question is "how usable" it is to someone that's already running a setting (whether homebrew or published)? How much work does it take to use Spelljammer in an existing campaign than strip out elements of Darksun?
 

I am saying that I don't believe people aren't interested in high level stories. Especially now, where superheroes and amime sbound.

I think people, Especially here, are dismissing it out of hand mostly due to habit.

WotC, as a company, follows the market. And if there is a pervasive meme that you can't successfully play "high level D&D" then it makes sense they don't design and publish many of those. But that just exacerbates the problem.

But why, then, don't they eliminate those top levels? Inertia?

I suspect inertia yes.

Intellectually I know i dont care about those levels. Heart still wants them.

Game could probably cap itself at 14 tbh. Maybe 10.

If I was grand high poobah fr 6E I wouldn't reduce the levels just because. I might survey it though.

Looking at old D&D OS&D, 1E they were essentially 10 levels. B/X technically went to 14. 4E technically 30 but more like 10.

20 levels weren't a thing until 1989.

So 36 years of inertia. People have been trained to expect it over 3 generations of gamers really maybe 4.
 

I think the better question is "how usable" it is to someone that's already running a setting (whether homebrew or published)? How much work does it take to use Spelljammer in an existing campaign than strip out elements of Darksun?
If I get DS chances are I want to use it as a setting and not take bits and pieces and plop them into a large desert on my campaign world.

If I get SJ, the same applies, ie I want to expand my ‘home world’ with planar travel, specifically by sailing ship, to be able to reach other worlds.

Personally I believe there is more interest in DS as a setting than in SJ as a way to connect settings, but neither of us knows for sure. Maybe sales figures will eventually decide this
 

If I get DS chances are I want to use it as a setting and not take bits and pieces and plop them into a large desert on my campaign world.

If I get SJ, the same applies, ie I want to expand my ‘home world’ with planar travel, specifically by sailing ship, to be able to reach other worlds.

Personally I believe there is more interest in DS as a setting than in SJ as a way to connect settings, but neither of us knows for sure. Maybe sales figures will eventually decide this
Historically, Dark Sun was bigger than Spelljammer...but that was a long time ago when WotC shared numbers on thst, and since then there has been actual Spelljammer material and no Dark Sun material, and most people who have played D&D ever have started in that era...ao I would think itpoasivle Wpelljammer might be more familiar to modern D&D audiences than Dark Sun. I am very curious what a modern Dark Sun would look like.

The main clever thing thst Perkins did in the Spelljammer set was to focus on the spaceflight itself as a Setttinf, not just a path between other Settings.
 

most people who have played D&D ever have started in that era...ao I would think itpoasivle Wpelljammer might be more familiar to modern D&D audiences than Dark Sun.
Neither one was familiar to them before WotC released SJ, so the modern audience being unfamiliar with DS is not more of a hurdle for DS than it was for SJ at the time. To me the question is what is considered the more interesting setting, my guess is it is DS but I obviously could be wrong
 

If I get DS chances are I want to use it as a setting and not take bits and pieces and plop them into a large desert on my campaign world.
Thematically, with defiling, preserving, ubiquitous psionics, and the general tenor of the setting makes it harder to just plop down in an existing setting unless your DMlandia is as grim.

If I get SJ, the same applies, ie I want to expand my ‘home world’ with planar travel, specifically by sailing ship, to be able to reach other worlds.
SJ has its own issues with thematics, but it's easy to plop down a side quest that has the character travel to the Rock of Braal (or elsewhere) before getting back to to the campaign's overarching plot (if there is one).

Personally I believe there is more interest in DS as a setting than in SJ as a way to connect settings, but neither of us knows for sure. Maybe sales figures will eventually decide this
Personally, I'm undecided which one has more mass appeal, but as you rightly point out, we'd need real data (that we don't have) to draw any accurate conclusions. I'm just presenting things from my particular bias.
 

Thematically, with defiling, preserving, ubiquitous psionics, and the general tenor of the setting makes it harder to just plop down in an existing setting unless your DMlandia is as grim.
as I said, chances are you want to play the setting not rip pieces out. You mostly will have to ignore preserving and defiling, the rest should carry over pretty well however
 

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