TwinBahamut
First Post
This was posted on a thread in the WotC forums by James Wyatt:
1) Some of the 4E Eberron people get a little overexcited about the possibilities for the setting, and start creating lots of new story elements for the setting. This involves an advancement of the timeline. They are too excited to think too hard abouit whether the advancement is necessary.
2) They announce the timeline advancement.
3) There is a large group of people on various boards (both WotC and ENWorld) which does not like the announcement. This is a slap in the face to the designers.
4) This slap in the face makes the WotC designers stop and think for a moment, long enough for them to reconsider the need for the timelone advancement.
5) The WotC guys decide it is not necessary.
Again, I will say that I am really glad that this has happened. Designers post an idea, the fanbase has a negative reaction, the designers take that decision into consideration, and decide that the fanbase has the right idea.
I don't see why anyone should be complaining about this, or claiming that the designers are just obeying a vocal minority. I think there is enough evidence to show that WotC is listening to people, but is really making the choices to best improve the game. They just decided that their earlier choice was a bad once, and that not advancing the timeline is better.
I think the chain of events goes something like this:(quote omitted)
I can certainly understand that perspective. But here's mine:
All the cool things I wanted to do in Eberron, I can still do. I can put "what ifs" into the ECS that suggest the cool directions I have in mind for the setting and my novels without asking you folks to accept that they've happened already—without your characters' involvement. I get to give you the tools and the inspiration—in the new ECS and in my novels—to do exciting things in your own campaign, involve your players any way you see fit, and ignore the stuff you don't like. From my perspective, this decision is really the best of both worlds.
I have to say, too, that as happy as I was to be able to break the news today, this wasn't totally my decision. Andy Collins and Chris Perkins, who both occupy manager positions just above me (Chris is my boss), apparently started asking themselves independently whether this decision was a good idea. I had been wondering about it, too, of course. Andy talked to me about it on Friday, and Chris talked to me about it yesterday. Today Chris got the approval of Bill Slavicsek, gave me the thumbs-up, and called Keith. Like just about everything else we do, this was a group decision. (Rich Baker also made some good points during my discussion with Andy.)
And the key point Andy made to me is that the job of a campaign setting is not to tell stories. The job of novels is to tell stories, and the job of you folks at your gaming tables is to tell stories. But the function of a campaign setting is to give you a place to tell your stories, a backdrop, background characters (your PCs are always the protagonists), and lots and lots of ideas for stories to tell.
We at WotC (and Keith) have lots of ideas ourselves. That's why we run Eberron campaigns and write Eberron novels. And that's why I think we're often tempted to step in and do your job for you. I might be more guilty of that than anyone, getting so caught up in the excitement of writing novels for the first time that I crossed the streams too much. But the stories you choose to tell in Eberron are yours. We shouldn't force-feed them to you or expect you to accept our stories as fact. That's what I was hearing here, and it's a very valid complaint.
(quote omitted)
It's possible that you're overestimating the changes we're making to magic in the game. Yeah, the mechanics are different, but wizards still cast spells. It's not a "new way of magic" the way, say, incarnum is—just different rules for how often you can use certain spells. I don't feel any need to explain that either way, world-wise. That wouldn't have been something I would have spent time explaining in the new ECS anyway.
It's also possible that I'm misunderstanding you, in which case I apologize, and please feel free to clarify.
__________________
James Wyatt
D&D Story Team Lead
Wizards of the Coast
1) Some of the 4E Eberron people get a little overexcited about the possibilities for the setting, and start creating lots of new story elements for the setting. This involves an advancement of the timeline. They are too excited to think too hard abouit whether the advancement is necessary.
2) They announce the timeline advancement.
3) There is a large group of people on various boards (both WotC and ENWorld) which does not like the announcement. This is a slap in the face to the designers.
4) This slap in the face makes the WotC designers stop and think for a moment, long enough for them to reconsider the need for the timelone advancement.
5) The WotC guys decide it is not necessary.
Again, I will say that I am really glad that this has happened. Designers post an idea, the fanbase has a negative reaction, the designers take that decision into consideration, and decide that the fanbase has the right idea.
I don't see why anyone should be complaining about this, or claiming that the designers are just obeying a vocal minority. I think there is enough evidence to show that WotC is listening to people, but is really making the choices to best improve the game. They just decided that their earlier choice was a bad once, and that not advancing the timeline is better.