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D&D 5E Dear WotC: An Idea On How To Make Next a Success - Bring Back The Stories!

Mercurius

Legend
I'm sure everyone at WotC is tired of hearing every nerd's two cents on what to do with D&D Next, and of course the likelihood of someone at WotC reading this is probably not much more than the needle-in-a-haystack chance that they'd do anything with it, but this is a discussion forum so here goes...

I tend to be overly verbose so I'll try to keep this relatively short and sweet and just focus on some core points. In my opinion, the main problem with 4E was not the rules, nor even the AEDU schema that so many dislike (although actually provides for fun game play). It was a combination of a new "Warcrafty" look and presentation that was off-putting to traditionalists, but underlying that--and a deeper problem--it was the lack of a cohesive story world to unite the community and galvanize the game. This second factor is what I wish to focus on, because I think it is a deeper, root concern - and the one that, more than anything else, led to a de-vitalization of the D&D game and community.

Let's take a look at our dear friends at Paizo; their success, in my opinion, is largely due to the Adventure Path and core setting formula that gives the fan base a shared story world to co-imagine within. Someone at Paizo had the brilliant notion that you don't need to make a ton of money on setting products because their purpose isn't to make a ton of money, but to strengthen the community and game itself, and thus have a secondary impact on sales of more lucrative products (This is, of course, speculation as I don't know Paizo's sales numbers, but humor me). In other words, Pathfinder's success is largely because of--and not in spite of--two aspects of the game that WotC has generally done poorly at, t least in recent years: settings and adventures.

Let's dial back a bit, almost thirty years and look at the early 80s. AD&D was a smash-hit, and it was partially because there were two general approaches to settings adventures. On one hand, you have the classic Greyhawk sandbox approach where TSR provided an example setting and tons of adventures and gaming groups everywhere made it their own, whether through using Greyhawk or designing their own settings. The second approach was the mega-campaign that was Dragonlance and brought a new kind of gaming to D&D, the "metaplot." I would call these two approaches--sandbox and metaplot--the two pillars of the D&D gaming spectrum, both of which need to be a nourished part of a thriving iteration of the game.

So here's a practical recommendation: Just as I've advocated for a two-pronged basic/advanced approach to Next's rules that allows people to play a simple core game or a more complex advanced one and remain compatible, I'd also recommend a two-pronged approach to settings:

1) Create a new setting to write a mega-campaign for ala Dragonlance. Do not re-hash an old setting for this or try to re-create the wheel of "5E Dragonlance" or something of that kind. Give the fans something new; not only does this inspire old fans but it gives the setting a living, fresh quality that will make it more appealing to new fans. Once this mega-campaign is complete, either start a new mega-campaign in the same world or move on with a new world. Keep the story going.

2) Develop a sandbox setting, whether an old or new one. And make it a sandbox, a timeline that doesn't update but remains eternally the same era. Think grey box Forgotten Realms...the best iteration of the Realms, which declined through various phases - Time of Troubles, Spellplague, etc. Write a continuing series of adventures that bring this world to life - these are the classic adventures that we all know and love from the 70s and early 80s, or the more recent Dungeon Crawl Classics-esque adventures.

So the key here is the focus on setting and story, what I'm calling "story world." Bring the game alive through a living setting (or two), AND nourish and encourage both of the two pillars of D&D game play.

Thank you for your time,
Mercurius
 

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Personally, I am generally okay with the PF rules and I use some of them, but I dislike the setting and it actively dissuades me from purchasing their products. Conversely, I am more against 4e's rules than its style and setting (not that I particularly like the latter, I just care less). I think substance matters more than style. Take the OGL and switch it over to 4e or the power system over to Pathfinder and we'd never have heard of PF.

Maybe I'm the only one, but I think D&D is about creating your own story, and the success of the rules is in how well they help you do that.
 

Of course you're not the only one - I'd say most "old schoolers" feel the same, and many others besides. Actually, your perspective is not at all opposed to what I'm saying; if anything, what I'm saying would better support "creating your own story" by providing for coherent examples of story (in terms of the metaplot campaign), but also giving tools and adventures to utilize for your own campaign world.

But the real point I was trying to make is that, in the example of Pathfinder, the world of Golarion and its Adventure Paths gives the community a focal point, a feeling that they are part of a living world and game. 4E didn't have that, at least not really.

My recommendation is that WotC takes the approach of Paizo but takes it even further, by providing options for both "pillars" (where Pathfinder's approach is a bit more in-between, with metaplot Adventure Paths but a sandboxy setting). The reason I suggest two different settings is that you can do a huge metaplot without "corrupting" the eternal quality of the true sandbox through drastic change ala the Time of Troubles did to the Forgotten Realms.

So I appreciate the fact that in 4E WotC tried to help DMs create their own stories, but the problem is that the best way to do that--at least for new and casual players--is through example, and they didn't really do that.
 

The very last thing D&D needs is a metaplot, IMHO. D&D should enable your game, not try to make you play in the designer's world where his group killed the Sorcerer-King of Tyr.
 

I have no real objection to this existing, but I wouldn't have much use for it. As a rule, I don't buy setting specific material. I'm looking for tools that I can use to build out my own game.
 

I tend to be overly verbose so I'll try to keep this relatively short and sweet and just focus on some core points. In my opinion, the main problem with 4E was not the rules, nor even the AEDU schema that so many dislike (although actually provides for fun game play). It was a combination of a new "Warcrafty" look and presentation that was off-putting to traditionalists, but underlying that--and a deeper problem--it was the lack of a cohesive story world to unite the community and galvanize the game. This second factor is what I wish to focus on, because I think it is a deeper, root concern - and the one that, more than anything else, led to a de-vitalization of the D&D game and community.

Speaking as an old-schooler who games with old schoolers- and particularly as one who has found some things to like about playing 4Ed- the problem was that the game killed off support for extant cohesive story lines- namely, everybody's ongoing campaigns.

To explain: many of us had games that we've been playing for decades- I'm in one campaign (among others) right now that has been active since 1985 or so. As each edition rolled out, we've been able to convert our PCs and game worlds to the new editions. 3Ed even provided a conversion guide. It wasn't perfect- the mechanics were a pretty big departure- but our PCs still felt right.

4Ed? Well, in interviews, the designers even said outright we'd be better off starting new games rather than trying to maintain that continuity, and that there would be no conversion guide. That was a big middle finger to a lot of the installed base. To this day, I'm one of only 2 guys in my extended group of gamers (10+) who has dropped any money on 4Ed.

The stories are already out there. 5Ed just needs to figure out a way to support them. As "the unifying edition", it might behoove them to create an online conversion guide- one that does NOT require a DDI membership- for updating PCs from the prior editions into 5th, allowing gamers from all those eras to continue playing their games but with the new rules...

(Free would be best, but I'd personally find something like that to be worth a small fee.)
 


The very last thing D&D needs is a metaplot, IMHO. D&D should enable your game, not try to make you play in the designer's world where his group killed the Sorcerer-King of Tyr.

I really don't get this perspective, Jester, at least in the context of what I said above. I'm not saying that D&D should ONLY have a metaplot, but that it should be one of the primary avenues that they produce material for. I said Greyhawk AND Dragonlance, not ONLY Dragonlance.

It isn't either/or, but both - and I don't see why having the other side of the spectrum (from your preferred style) should inhibit your style whatsoever.
 

I totally agree re: an "online conversion guide," Danny. I'd be a bit surprised if they DIDN'T have something like that eventually, although with WotC/TSR's PR history you just never know!
 

I've never been big one premade adventures, but for my money the 4e default campaign world - with the Feywild and Elemental Chaos and so on - is actually more interesting and involving than the other major pre-4e campaign settings (Greyhawk and especially FR). Dragonlance is a great series of novels but the 3.5e campaign setting seemed to me nothing like the books, because they made the silly decision to try to fit the campaign world to the new ruleset rather than the other way around. (Which would also be why the Forgotten Realms get nuked every century or so.)

Things I like about the 4e setting and hope to see carried into Next:
-The Grimm Brothers dark-fairy-tale feel of the Feywild.
-The Lovecraftian dangers of the Far Realm.
-The Greek/Roman intimations of the Dawn War and the lingering danger of the primordials.

...But my biggest hope is something that I think I glimpse in their general approach: the idea that the core mechanics should serve to enhance the game world, not the other way around. It's my hope that things like customizable cleric domains/deities, warlock pacts, wizard traditions, and a good selection of OPTIONAL races will all contribute to letting each official campaign setting or custom campaign world tie its own flavor and rules into the mechanics. The core can give us a lot of options and the settings can prune those options as needed.
 

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