Gothmog
First Post
Hussar said:Just as a question, what is this "Tons of crap" coming out of WOTC recently. The recent releases have been pretty highly regarded by and large. The Fiendish Codex's, Dungeonscape seems to be getting loving, Bo9S, while not to everyone's tastes, has generated a lot of buzz.
I admit that I don't buy a lot of books, but, I'm seeing an awful lot of very happy threads about WOTC releases over the past year or so. About the only one that seems to have generated a lot of negative buzz is MMIV and that FR book whose name I forget right now. But, by and large, the books being released are being hailed as some of the best in the game.
Heck, in the recent survivor threads, the Fiendish Codex were both in the top three releases ever.
For me, the subpar releases have been: Complete Scoundrel, Complete Mage, Dragon Magic, MMIV, Races of the Dragon, and the Book of Nine Swords. I don't buy the FR stuff, but the recent releases have been widely panned by many people (Dragons of Faerun and some mini-campaign/sourcebook I don't remember off the top of my head).
The high point for WotC in the last year has been Expedition to Castle Ravenloft, which is a rehash of an old adventure. The fiendish codexes were ok- something that was needed for a while and a much needed attempt at fluff, but in the end rather bland- and didn't feel very fiendish to me. Dungeonscape and Cityscape look good for novice DMs and would likely be valuable to them, but I found much of those books to be common sense.
I think part of the cause of my dissatisfaction with the way D&D is headed now is that its changed focus and is all about crunch and builds now, and embraces a very gamist mentality by the core rules. Gone is the evocative prose and background of previous editions- instead the 3.5 books read like very convoluted and dry textbooks. And I'll commit heresy here- options are not always a good thing. The game has become TOO bogged down by options, powerups, and cool powerz to the detriment of presenting new and interesting ideas for use in a campaign. If you spend 4/5ths of a book giving new spells, feats, prestige classes, races, magic items, and core classes, and only one chapter (maybe 10 pages if you're lucky) on including the material in a campaign, and the advice is devoid of flavor, the game suffers. This is what has driven me away from WotC products (and D&D in general) in the last year or so. I know WotC wants to focus on their products as a toolkit for D&D, but the more they do that, the less appeal D&D has to me and to quite a few other gamers I have talked to and played with. Some great stuff is still produced for D&D by other companies that are flavor/fluff heavy (the Midnight materials and the Thieves World books are incredible for example). My group and many people I know have moved to other companies and systems that give us what we want (mostly WHFRP, Savage Worlds, and True 20)- solid mechanics AND great flavor/fluff. One is not mutually exclusive with the other.