Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore: Modular Madness
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ButcherMagnus" data-source="post: 5642505" data-attributes="member: 90097"><p>1) On the one hand we have a desire to have a simple, streamlined game to appeal to "old school" aesthetics and new or casual players. On the other hand we have a desire for a more complicated, robust game to appeal to 3E / 4E -type fans. Sounds like we could set up a D&D and AD&D dynamic: two separate games with some common ground. How did this work out the first time when there was both D&D and AD&D? Should it be implemented again?</p><p> </p><p>2) I for one am a big fan of the Castle Ravenloft Board Game (and, I assume, its kin), especially the stripped down 4E mechanics. You have a few character choices, a few power choices, every PC feels distinct from the others, and a character sheet could easily and clearly fit on one sheet of paper. Now the board game rules are fine for what they are, but I think with very little effort the player and monster mechanics could be the foundation for a very basic D&D game--a modern take on an old school-type game. Heck, even the tile system for measurements (as opposed to 1" squares) points the way to a more abstract version of 4E without the need for miniatures or grids (although I think miniatures and maps are great for new, young, or casual players). I think this could be the basis for the "baseline" of D&D in the future.</p><p> </p><p>3) I think I like Mike's modular ideas as follows: Basic D&D is a separate game, stripped down to the studs, and is the baseline D&D. AD&D is a separate game, using the same studs but building on them to the extent that we reach the complexity level of 3E or 4E. I'm all for sub-systems (complex ship-to-ship combat or mass combat or kingdom management rules), optional rules (skill challenges or gaining followers or creating custom spells), or variant rules (different item creation rules or treasure distribution methods), but those are things that should come up in Dragon or Dungeon or in individual published adventures, campaign settings, or supplements. There doesn't need to be an explicit integration or explicit choice of those alternate rules in each campaign. This is how it used to be. There are the general rules (which are complex), and you can tack on something else when it is appropriate. I think I agree with the heart of what Mike is saying--appealing to more types of players and offering robust options--but I'm put off by the structure of his ideas. I don't want every component of D&D to be a mix-and-match, buffet-style affair--we as players will then cease to be playing the same game in a sense. Something about what Mike is saying seems too mechanical and intrusive to me. And whatever D&D becomes, it has to be it's own creature. It might appeal to fans of 1E, 2E, 3E, or 4E, but it cannot become all of those editions simultaneously, or it will collapse under its own weight. That being said, I think a company can create and maintain two different versions of the same game--and only two if one is very simple--and keep quality up.</p></blockquote><p></p>
[QUOTE="ButcherMagnus, post: 5642505, member: 90097"] 1) On the one hand we have a desire to have a simple, streamlined game to appeal to "old school" aesthetics and new or casual players. On the other hand we have a desire for a more complicated, robust game to appeal to 3E / 4E -type fans. Sounds like we could set up a D&D and AD&D dynamic: two separate games with some common ground. How did this work out the first time when there was both D&D and AD&D? Should it be implemented again? 2) I for one am a big fan of the Castle Ravenloft Board Game (and, I assume, its kin), especially the stripped down 4E mechanics. You have a few character choices, a few power choices, every PC feels distinct from the others, and a character sheet could easily and clearly fit on one sheet of paper. Now the board game rules are fine for what they are, but I think with very little effort the player and monster mechanics could be the foundation for a very basic D&D game--a modern take on an old school-type game. Heck, even the tile system for measurements (as opposed to 1" squares) points the way to a more abstract version of 4E without the need for miniatures or grids (although I think miniatures and maps are great for new, young, or casual players). I think this could be the basis for the "baseline" of D&D in the future. 3) I think I like Mike's modular ideas as follows: Basic D&D is a separate game, stripped down to the studs, and is the baseline D&D. AD&D is a separate game, using the same studs but building on them to the extent that we reach the complexity level of 3E or 4E. I'm all for sub-systems (complex ship-to-ship combat or mass combat or kingdom management rules), optional rules (skill challenges or gaining followers or creating custom spells), or variant rules (different item creation rules or treasure distribution methods), but those are things that should come up in Dragon or Dungeon or in individual published adventures, campaign settings, or supplements. There doesn't need to be an explicit integration or explicit choice of those alternate rules in each campaign. This is how it used to be. There are the general rules (which are complex), and you can tack on something else when it is appropriate. I think I agree with the heart of what Mike is saying--appealing to more types of players and offering robust options--but I'm put off by the structure of his ideas. I don't want every component of D&D to be a mix-and-match, buffet-style affair--we as players will then cease to be playing the same game in a sense. Something about what Mike is saying seems too mechanical and intrusive to me. And whatever D&D becomes, it has to be it's own creature. It might appeal to fans of 1E, 2E, 3E, or 4E, but it cannot become all of those editions simultaneously, or it will collapse under its own weight. That being said, I think a company can create and maintain two different versions of the same game--and only two if one is very simple--and keep quality up. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore: Modular Madness
Top