Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Gen Con Design & Development Seminar on YouTube
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 5352598" data-attributes="member: 5143"><p>I didn't get to go to this panel, unfortunately. Although, I did attend the "new products" seminar where they went over a bunch of their products for the next year and a bit and explained the rationale behind them and what they would contain. They did go over some of this in that seminar as well.</p><p></p><p>I got the distinct impression that they have a new philosophy going forward. That philosophy appears to be:</p><p></p><p>1. Make the game more closely resemble the editions people grew up with(1e/2e).</p><p></p><p>2. Keep things simple for new players.</p><p></p><p>3. Use much more "fluff"(although, Mike Mearls hates that word).</p><p></p><p>They used the road analogy during that seminar as well. Saying that Essentials was only 10 products and then it was over. That it was just for getting people in at 1st street and nothing else. But that the design philosophy of Essentials would likely go forward into future products.</p><p></p><p>They really emphasized point 3 above. This was because Mike Mearls was put in charge of the new D&D philosophy and he feels the game needs more story and context than it has had in the past. One example given was "When you introduce a magic item in a book, give the STORY behind the magic item, not just a stat block". Mike relayed a story about a type of armor from the Heroes of Shadow book called Haunted Armor that had a hole in it about heart level, so that you got the sense that someone died in the armor, and that's why it's haunted and therefore that's how it got its magic powers. He wanted to emphasize the fact that people don't go around creating magic items constantly, that most were created naturally by circumstances beyond people's control.</p><p></p><p>He also mentioned the fact that they were introducing a book with more non-combat options for players later next year that would also have advice on how to better understand the role your race plays on your character(although, he refused to give details about the book since it is just in the planning stages and was only approved as a concept a week or two before GenCon).</p><p></p><p>They explained that part of the reason behind the addition of item rarities was as an effort to add story and roleplaying to magic items. They felt that magic items didn't feel special partially due to their lack of story, but partially due to their availability. They also felt that DMs were losing control of their games to players because of the open availability of magic items and wanted to give DMs back the power to choose what magic items were and were not available. It also ties into the aforementioned point about magic items not being created. The idea of common items is that only the most basic of items are created by anyone.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5352598, member: 5143"] I didn't get to go to this panel, unfortunately. Although, I did attend the "new products" seminar where they went over a bunch of their products for the next year and a bit and explained the rationale behind them and what they would contain. They did go over some of this in that seminar as well. I got the distinct impression that they have a new philosophy going forward. That philosophy appears to be: 1. Make the game more closely resemble the editions people grew up with(1e/2e). 2. Keep things simple for new players. 3. Use much more "fluff"(although, Mike Mearls hates that word). They used the road analogy during that seminar as well. Saying that Essentials was only 10 products and then it was over. That it was just for getting people in at 1st street and nothing else. But that the design philosophy of Essentials would likely go forward into future products. They really emphasized point 3 above. This was because Mike Mearls was put in charge of the new D&D philosophy and he feels the game needs more story and context than it has had in the past. One example given was "When you introduce a magic item in a book, give the STORY behind the magic item, not just a stat block". Mike relayed a story about a type of armor from the Heroes of Shadow book called Haunted Armor that had a hole in it about heart level, so that you got the sense that someone died in the armor, and that's why it's haunted and therefore that's how it got its magic powers. He wanted to emphasize the fact that people don't go around creating magic items constantly, that most were created naturally by circumstances beyond people's control. He also mentioned the fact that they were introducing a book with more non-combat options for players later next year that would also have advice on how to better understand the role your race plays on your character(although, he refused to give details about the book since it is just in the planning stages and was only approved as a concept a week or two before GenCon). They explained that part of the reason behind the addition of item rarities was as an effort to add story and roleplaying to magic items. They felt that magic items didn't feel special partially due to their lack of story, but partially due to their availability. They also felt that DMs were losing control of their games to players because of the open availability of magic items and wanted to give DMs back the power to choose what magic items were and were not available. It also ties into the aforementioned point about magic items not being created. The idea of common items is that only the most basic of items are created by anyone. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Gen Con Design & Development Seminar on YouTube
Top