Tewligan
First Post
That flapping sound you hear is the sound of thousands of fatbeards trembling in rage!Mouseferatu said:Nothing save the shrieking wrath of 10,000 angry grognards.![]()
That flapping sound you hear is the sound of thousands of fatbeards trembling in rage!Mouseferatu said:Nothing save the shrieking wrath of 10,000 angry grognards.![]()
Reaper Steve said:Just to be clear:
Does this mean the 4E DMG with have both:
1) a detailed town, and
2) a starting adventure, or at least a starting/sample dungeon?
If so, then rock on! I think both would be awesome inclusions, especially if the two are tied together.
The right way to present this would be:
1) Here's a town, with design tips and rationale to help you make one of your own,
2) Here's a dungeon, with the same
3) Here's a few pages that make an adventure using both, and provides guidance for making your own, like above.
Something like that would go a long way toward recreating the 'shared D&D experience,' getting new gamers started immediately, and giving them lessons to continue on their own.
Reaper Steve said:Just to be clear:
Does this mean the 4E DMG with have both:
1) a detailed town, and
2) a starting adventure, or at least a starting/sample dungeon?
If so, then rock on! I think both would be awesome inclusions, especially if the two are tied together.
Mourn said:WW games are far less rules intensive, and the little demo they provide is normally an incredibly chopped down version (for example, normal Trinity had a minimum of 15 powers for each Aptitude in the core book, while the quickstart had 3). I dunno about the nWoD quickstarts, but the original ones had you using d6s instead of d10s and had about 1/10th of the content of the single core book. D&D requires far more material to be able to play (because of party roles), so a quickstart for D&D would be much larger.
Mourn said:WW games are far less rules intensive, and the little demo they provide is normally an incredibly chopped down version (for example, normal Trinity had a minimum of 15 powers for each Aptitude in the core book, while the quickstart had 3). I dunno about the nWoD quickstarts, but the original ones had you using d6s instead of d10s and had about 1/10th of the content of the single core book. D&D requires far more material to be able to play (because of party roles), so a quickstart for D&D would be much larger.
WyzardWhately said:Well, I think that you could fit a wordcount comparable to the 3E adventure game into a book the size of a monthly issue of KoDT, but I might be wrong.
Even if I am mistaken, a pamphlet-sized adventure module + pregens + town, handed out gratis in gaming stores with the PHB , would be both brilliant and easy.