Charwoman Gene
Adventurer
Let it rest in piece like its creator with what dignity it has left.
If you feel that way, stop playing it's mockeries and posting on messageboards, it's the only way to be respectful.
Let it rest in piece like its creator with what dignity it has left.
I'd make a 5E that catered primarily to D&D's strengths:
1) On-the-fly improvisation and exploration.
2) Worldbuilding and customisation.
The former caters to what D&D (and other P&P RPGs) can do that no other media can, and cuts out that bugbear that alienates the game away from the mainstream - "prep time". It emphasises the heart of the D&D game - adventure and exploration, and if improvised adventure is somehow made practical and fun....well, that's just huge.
The second caters to what everyone ends up doing with the game anyway, so may as well face the music: worldbuilding is the game within the game...and customisation gets players invested in the game by making it their own.
This would manifest with an MM and DMG devoted heart and soul to running the game on the fly, and a PHB devoted to "design your own elven subraces" and "design your own wizard schools" type material for customised flavour and worldbuilding purposes.
D&D is used as a fantasy world simulator, and when people simulate fantasy worlds they stamp their personalities on them. A game that supports this and makes it easy to do rather than trying to fight it or pretend it's not the case would be a watershed IMO.
Additionally, the live DM is an asset that no CRPG nor movie can emulate. This should ideally be leveraged through improvisation support to the nth degree. Combat time would have to be minimised in order to leave more time for exploration and loot collecting (ala the LEGO Star Wars, Batman and Indiana Jones games, which have taught me something important about D&D). Running on the fly would be the new default, and prep time a thing of the past, though I have little idea how to achieve that.
To me, the perfect edition would keep an awful lot of 4E, but get rid of the uniform power structure. I think that talent trees are the best way of organizing class abilities we've seen so far--I originally hoped that 4E would be 3E with talent trees accounting for about half of all class abilities.
As for clarifying the role of Brand Manager:
A brand is more than the "brand" logo. It is the entire spirit and product lines tied to the property that is the "brand".
How do you market the brand?
What products do you create under the brand?
What company's products do you license to the brand?
How do you keep the brand's core customers happy while gaining the brand new customers?
All of this includes making decisions on how to make the brand as successful (in both popularity and profitability) as possible. Without popularity the brand disappears, without profitability...the brand disappears.
The Brand Manager plans all this out, gets approval to do it and then has the design teams get it done.
Scott please feel free to correct anything I might have wrong.
Now, your the D&D brand manager, 5th edition is put in your lap. Your goal is to bring all of these groups together and make WOTC the most successful version of D&D yet. What do you specifically do to D&D to keep the previous customers, get more new ones and bring back those that strayed?