Herremann the Wise
First Post
Hello Everyone,
Here's me thinking that I'm going to have to send out a whole stack of invites in the hope of getting a couple of members to join so I can at least start a forum (it wouldn't let me last night) and what happens? I log on 12 hours later and there are already 14 of you guys lining up! What can I say but thank you very much!
About 3 months ago I started pondering a variety of ideas of where I thought D&D should go - 4E looked OK and it certainly played "fun", but it took D&D even further away from where I really wanted it to be. I've got over a hundred pages of notes in over a dozen different documents, each looking at a particular aspect of the game and what I thought could be done with it. Some of these were nothing more than scattered thoughts but some I've managed to solidify into something I'm willing to share for general discussion. I figure I'll start a thread for each one and see where it goes. Please feel free to add any thoughts or threads of your own - this is an open forum and while it looks like I've been given moderator privileges, I'm obviously going to keep things very loose trusting that everyone here has respect for one another.
Anyway, since it's most likely going to disappear, I'll repeat the Ethos and Charter of Towards 5E here. I'll most likely add to it as people suggest things - consider it a living document for the moment.
Best Regards
Herremann the Wise
Ethos and Charter for Towards 5E
The Campaign I envisage is where:
- Magic is mysterious and dark once more; rather than the safe hum-drum technology of the fantasy world
- The days of character’s being defined by their suite of magical items instead of their skills and heroics are gone
- Rules and flavour should be in symbiosis with one another, rather than in competition or strained accord
- Streamline for elegance, not to bash complexity into vague simplicity
- Adventuring is inherently not safe; combat encounters should present danger to the characters – the safety net must go
- The assumption of miniatures and a battlemap should not be implicit in the ruleset; the rules must also be able to support those groups who prefer the landscape of the mind
- Whilst no specific world is given, the rules should allow for one that sits between Tolkien’s Lord of the Rings, Vance’s Lyonesse series, Howard’s Conan Stories, Martin’s Game of Thrones series, Williams’ Memory, Sorrow and Thorn, Erikson’s Malazan series and Fritz Leiber’s Stories of Fafhrd and the Gray Mouser; and be able to stretch to any of these fabulous fantasy pillars.
- Verisimilitude is not a dirty word; a certain logic to the fantasy world should be upheld
- Character creations must be flexible; the ability to meld many different but viable character ideas should be encouraged, rather than feeling pressured to focus on a couple of optimised builds
- Players should feel that they can develop a character that is both effective in combat and interesting out of combat – rather than either/or
- The game economy must make sense and feel real; rather than being a calculated spoon-fed wealth lacking in true achievement
- The game cannot afford for some classes to dominate at the expense of others at more powerful levels; and nor should the answer be compressing the classes into homogenized lumps of roughly equal measure
- The game also cannot afford for rules to unmanageably bloat at higher levels with the time taken to resolve this vast array bloating as well
- And most of all and above all else, the game must be fun!
Here's me thinking that I'm going to have to send out a whole stack of invites in the hope of getting a couple of members to join so I can at least start a forum (it wouldn't let me last night) and what happens? I log on 12 hours later and there are already 14 of you guys lining up! What can I say but thank you very much!
About 3 months ago I started pondering a variety of ideas of where I thought D&D should go - 4E looked OK and it certainly played "fun", but it took D&D even further away from where I really wanted it to be. I've got over a hundred pages of notes in over a dozen different documents, each looking at a particular aspect of the game and what I thought could be done with it. Some of these were nothing more than scattered thoughts but some I've managed to solidify into something I'm willing to share for general discussion. I figure I'll start a thread for each one and see where it goes. Please feel free to add any thoughts or threads of your own - this is an open forum and while it looks like I've been given moderator privileges, I'm obviously going to keep things very loose trusting that everyone here has respect for one another.
Anyway, since it's most likely going to disappear, I'll repeat the Ethos and Charter of Towards 5E here. I'll most likely add to it as people suggest things - consider it a living document for the moment.
Best Regards
Herremann the Wise
Ethos and Charter for Towards 5E
The Campaign I envisage is where:
- Magic is mysterious and dark once more; rather than the safe hum-drum technology of the fantasy world
- The days of character’s being defined by their suite of magical items instead of their skills and heroics are gone
- Rules and flavour should be in symbiosis with one another, rather than in competition or strained accord
- Streamline for elegance, not to bash complexity into vague simplicity
- Adventuring is inherently not safe; combat encounters should present danger to the characters – the safety net must go
- The assumption of miniatures and a battlemap should not be implicit in the ruleset; the rules must also be able to support those groups who prefer the landscape of the mind
- Whilst no specific world is given, the rules should allow for one that sits between Tolkien’s Lord of the Rings, Vance’s Lyonesse series, Howard’s Conan Stories, Martin’s Game of Thrones series, Williams’ Memory, Sorrow and Thorn, Erikson’s Malazan series and Fritz Leiber’s Stories of Fafhrd and the Gray Mouser; and be able to stretch to any of these fabulous fantasy pillars.
- Verisimilitude is not a dirty word; a certain logic to the fantasy world should be upheld
- Character creations must be flexible; the ability to meld many different but viable character ideas should be encouraged, rather than feeling pressured to focus on a couple of optimised builds
- Players should feel that they can develop a character that is both effective in combat and interesting out of combat – rather than either/or
- The game economy must make sense and feel real; rather than being a calculated spoon-fed wealth lacking in true achievement
- The game cannot afford for some classes to dominate at the expense of others at more powerful levels; and nor should the answer be compressing the classes into homogenized lumps of roughly equal measure
- The game also cannot afford for rules to unmanageably bloat at higher levels with the time taken to resolve this vast array bloating as well
- And most of all and above all else, the game must be fun!