SpydersWebbing
First Post
So I was on one of the Legends and Lore threads when the following kind of dawned upon me. If this had dawned upon everyone else then you all have laughing rights at me, which I gladly sign over.
Mr. Mearls has been talking about how he wants the game to be modular, correct? That's been the focus of his articles for some time now. Most of us just smile and nod and assume that he's talking about the next edition. I mean, look at the very healthy 5th edition threads that pick Legends and Lore apart. But think about what Wizards of the Coast has been releasing in the last six months. Nothing much, you say? I disagree. In my recent memory:
The Shadowfell Box Set
Heroes of Shadow
Threats of the Nentir Vale
Fortune Cards(!)
What do all of these have in common? If you put them into your game they have a significant impact, the kind that you either want or you don't. "How's that different from before?" you ask. Look closer. Each product has a detailed hook that actively tries to make a difference in your game. But you can ignore the impact if you wish to. There's a word for that, and it's modular.
The Fortune Cards in particular do this pretty well. You can choose to not have them in your games to no loss. If you give them to your players, however, they change the game in a way that supposedly doesn't change game balance that much (whether they do or not is irrelevant to the purposes of this thread).
Mearls is already doing the "modular game" thing in 4e.
Mr. Mearls has been talking about how he wants the game to be modular, correct? That's been the focus of his articles for some time now. Most of us just smile and nod and assume that he's talking about the next edition. I mean, look at the very healthy 5th edition threads that pick Legends and Lore apart. But think about what Wizards of the Coast has been releasing in the last six months. Nothing much, you say? I disagree. In my recent memory:
The Shadowfell Box Set
Heroes of Shadow
Threats of the Nentir Vale
Fortune Cards(!)
What do all of these have in common? If you put them into your game they have a significant impact, the kind that you either want or you don't. "How's that different from before?" you ask. Look closer. Each product has a detailed hook that actively tries to make a difference in your game. But you can ignore the impact if you wish to. There's a word for that, and it's modular.
The Fortune Cards in particular do this pretty well. You can choose to not have them in your games to no loss. If you give them to your players, however, they change the game in a way that supposedly doesn't change game balance that much (whether they do or not is irrelevant to the purposes of this thread).
Mearls is already doing the "modular game" thing in 4e.