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General Tabletop Discussion
*Dungeons & Dragons
Design Space - What are the biggest gaps in 4th Edition?
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<blockquote data-quote="KidSnide" data-source="post: 5542620" data-attributes="member: 54710"><p>Another area of open design space is rules to support alternate types of campaigns. Dark Sun is the only real example of a well-supported alternate campaign style. It has themes dedicated to the campaign world, appropriate monsters, rules for survival in a horrible wilderness and advice for how to adapt and/or the huge variety of possible PCs to those appropriate to the genre.</p><p></p><p>Other campaign styles could get similar support.</p><p></p><p>For example, a nautical campaign would be well served by well thought out rules for both ship-to-ship and underwater combat. Appropriate ship-board and underwater terrain powers could also be high value. It would also be nice to have rules for guns and cannons, for those who want more of a Pirates or Napoleonic style gameworld. (It's probably less common to want a low-magic world, but advice on how to adapt Dark Sun style inherent bonuses would also be helpful.) Appropriate themes would help players build genre-appropriate PCs and some nice ship (and underwater) battle maps would make great swag.</p><p></p><p>A Kingmaker-style campaign needs a different set of support. Once again, appropriate themes are a good starting point (mostly, I think, because they give the players a rules-based incentive to build characters that are appropriate to the genre of the campaign). Such a campaign also wants guidelines for hex crawl adventures and a good library of wilderness skill challenges for the exploration part of the game. Later on, that type of game wants economic rules for building towns, castles, kingdoms and organizations, plus the mass combat rules discussed up thread.</p><p></p><p>With the materials coming out this year, a Ravenloft campaign is becoming well supported. Still, there is open space for guidelines about how to adjust PCs mechanically if they choose (or are forced to) succumb to evil. Also, there is a lot of room for well design domain lords. The less swingy nature of 4e combat requires a little more creativity about how to create Lords that are frighting, yet fun to face in battle.</p><p></p><p>There are plenty of other appropriate ideas, including an steampunk/industrial Zeitgeist-style campaign, a mythical historical Greco-Roman or medieval Ars Magica style game, a zombie apocalypse setting or a gritty, low-PC-wealth den of thieves urban survival campaign. Any or all of these would be well served by character options, obstacles/opponents appropriate to the genre, and special rules to resolve the types of conflicts common to the campaign that are unusual in a standard dungeon crawl game.</p><p></p><p>And, of course, nearly any campaign style would also be well served by a well design adventure path. There's no reason that Paizo and ENWorld have to be the only ones creating them.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5542620, member: 54710"] Another area of open design space is rules to support alternate types of campaigns. Dark Sun is the only real example of a well-supported alternate campaign style. It has themes dedicated to the campaign world, appropriate monsters, rules for survival in a horrible wilderness and advice for how to adapt and/or the huge variety of possible PCs to those appropriate to the genre. Other campaign styles could get similar support. For example, a nautical campaign would be well served by well thought out rules for both ship-to-ship and underwater combat. Appropriate ship-board and underwater terrain powers could also be high value. It would also be nice to have rules for guns and cannons, for those who want more of a Pirates or Napoleonic style gameworld. (It's probably less common to want a low-magic world, but advice on how to adapt Dark Sun style inherent bonuses would also be helpful.) Appropriate themes would help players build genre-appropriate PCs and some nice ship (and underwater) battle maps would make great swag. A Kingmaker-style campaign needs a different set of support. Once again, appropriate themes are a good starting point (mostly, I think, because they give the players a rules-based incentive to build characters that are appropriate to the genre of the campaign). Such a campaign also wants guidelines for hex crawl adventures and a good library of wilderness skill challenges for the exploration part of the game. Later on, that type of game wants economic rules for building towns, castles, kingdoms and organizations, plus the mass combat rules discussed up thread. With the materials coming out this year, a Ravenloft campaign is becoming well supported. Still, there is open space for guidelines about how to adjust PCs mechanically if they choose (or are forced to) succumb to evil. Also, there is a lot of room for well design domain lords. The less swingy nature of 4e combat requires a little more creativity about how to create Lords that are frighting, yet fun to face in battle. There are plenty of other appropriate ideas, including an steampunk/industrial Zeitgeist-style campaign, a mythical historical Greco-Roman or medieval Ars Magica style game, a zombie apocalypse setting or a gritty, low-PC-wealth den of thieves urban survival campaign. Any or all of these would be well served by character options, obstacles/opponents appropriate to the genre, and special rules to resolve the types of conflicts common to the campaign that are unusual in a standard dungeon crawl game. And, of course, nearly any campaign style would also be well served by a well design adventure path. There's no reason that Paizo and ENWorld have to be the only ones creating them. -KS [/QUOTE]
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