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<blockquote data-quote="Mercurius" data-source="post: 6596257" data-attributes="member: 59082"><p>[MENTION=37579]Jester Canuck[/MENTION], I don't think the many settings in and of themselves were inherently bad for 2E, but the degree to which they supported them was - in other words, how they were handled. For example, Birthright was a great product but did the initial box set need almost 30 followup supplements and adventures? How many copies did <em>Player's Secrets of Stjordvik</em> sell? And so forth. I think what might have worked well was the initial box set, maybe a book of small adventures and a mega-adventure and that's it. If there was huge outcry, maybe one or two more supplements and regular features in <em>Dragon.</em></p><p></p><p>As far as 5E is concerned, I would have done (and would do) things different than what I've seen so far. Here's how I'd do it:</p><p></p><p>Once per year, publish "Classic Worlds of D&D" book that refreshes one of the classic settings. The book would include guidelines for 5E play; the usual world overview including history, gods, geography, etc; and a focus region in greater detail (e.g. the Dalelands). Also publish one story arc to bring that world alive. For many settings, this would be it. For the more popular ones like the Realms, further supplements could be published - modules, one or two setting expansions, etc.</p><p></p><p>Then, every two or three years, publish a new setting. Support it as above: a main book, a story arc, maybe a book of short adventures, etc. If people love it, expand it in greater detail. If not, move on to the next setting a couple years later.</p><p></p><p>It is kind of a toned down 2E approach. The problem with 2E was that there was such creative riches in the form of settings that things got out of hand - it was too much of a good thing. But let's not lose sight of just how creatively successful a period 1987-95ish was - the richest in D&D history, at least in terms of settings.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6596257, member: 59082"] [MENTION=37579]Jester Canuck[/MENTION], I don't think the many settings in and of themselves were inherently bad for 2E, but the degree to which they supported them was - in other words, how they were handled. For example, Birthright was a great product but did the initial box set need almost 30 followup supplements and adventures? How many copies did [I]Player's Secrets of Stjordvik[/I] sell? And so forth. I think what might have worked well was the initial box set, maybe a book of small adventures and a mega-adventure and that's it. If there was huge outcry, maybe one or two more supplements and regular features in [I]Dragon.[/I] As far as 5E is concerned, I would have done (and would do) things different than what I've seen so far. Here's how I'd do it: Once per year, publish "Classic Worlds of D&D" book that refreshes one of the classic settings. The book would include guidelines for 5E play; the usual world overview including history, gods, geography, etc; and a focus region in greater detail (e.g. the Dalelands). Also publish one story arc to bring that world alive. For many settings, this would be it. For the more popular ones like the Realms, further supplements could be published - modules, one or two setting expansions, etc. Then, every two or three years, publish a new setting. Support it as above: a main book, a story arc, maybe a book of short adventures, etc. If people love it, expand it in greater detail. If not, move on to the next setting a couple years later. It is kind of a toned down 2E approach. The problem with 2E was that there was such creative riches in the form of settings that things got out of hand - it was too much of a good thing. But let's not lose sight of just how creatively successful a period 1987-95ish was - the richest in D&D history, at least in terms of settings. [/QUOTE]
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