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How would you do 5th edition D&D?
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<blockquote data-quote="rounser" data-source="post: 4554632" data-attributes="member: 1106"><p>I'd make a 5E that catered primarily to D&D's strengths:</p><p>1) On-the-fly improvisation and exploration.</p><p>2) Worldbuilding and customisation.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Hopefully that's not just a bunch of motherhood statements, but a game which fulfills such design goals is bound to generate D&D's lifeblood, which is a whole lot of fanatics, and a whole lot more people playing the game. Get this stuff right and the splats and minis would most likely sell themselves.</p></blockquote><p></p>
[QUOTE="rounser, post: 4554632, member: 1106"] 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. Hopefully that's not just a bunch of motherhood statements, but a game which fulfills such design goals is bound to generate D&D's lifeblood, which is a whole lot of fanatics, and a whole lot more people playing the game. Get this stuff right and the splats and minis would most likely sell themselves. [/QUOTE]
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