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<blockquote data-quote="Lanefan" data-source="post: 5320478" data-attributes="member: 29398"><p>I've sometimes dreamed of this very scenario... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> [long essay warning]</p><p></p><p>I'd first have to accept that 4e cannot be undone, it's too late for that; so its previously-set publication schedule would have to run its course. But here's what I'd try to do from there, given time and resources:</p><p></p><p>Year 1: </p><p>- publish 4e material as scheduled but don't schedule any more.</p><p>- look into buying out a company that makes metal minis, bring them into the D+D line, start producing minis of (among others) what will later become the iconic characters of 5eA and 5eB (see below). Keep producing plastic minis of monsters.</p><p>- take a long hard look at DDI and everything associated with it - can it be saved, or does it need to be rebuilt from the ground up.</p><p>- get the design team working on some edition-neutral settings including two new somewhat-generic ones that become the core settings for 5eA and 5eB.</p><p>- offer official support for all previous editions, put a selection of old-edition .pdf files (but not all of them) back up.</p><p>- find a way to get a paper-based magazine out there again, either in-house or licensed out; use this over the next year or so to float new ideas.</p><p>- do a whole bunch of informal research as to what people want from and in the game.</p><p></p><p>Year 2:</p><p>- publish 4e material as scheduled but by now it should be winding down.</p><p>- put out a series of adventures, 4e-based but as edition-neutral as possible; in a new and reworked format designed by and for DMs. No more delve.</p><p>- do whatever needs to be done to make DDI what it should be in preparation for Year 4.</p><p>- reprint and re-release some classic material - adventures, mostly - from earlier editions; these would be the things not put up as .pdfs the year before. These would be slightly reworked to fit in with 5eA and 5eB and would be something of a trial balloon for the new systems (kind of like SWSE was for 4e).</p><p>- try my damnedest to bring some of the lost design/writing/art talent back in.</p><p>- behind the scenes, design like crazy - building up to:</p><p></p><p>Year 3:</p><p>- release D+D 5e version A and D+D 5e version B simultaneously. </p><p>Version A is 1e revisited, taking the best ideas from all sorts of other rules-light old-school style games and putting them together into a modular and as-malleable-as-possible whole to which DMs are not only allowed but encouraged to make their own modifications. It has a DMG and PH.</p><p>Version B is a mash-up of the best of 3e and 4e, also taking the best ideas from other new-school games and putting them together into a modular and cohesive whole. DMs are again encouraged to tinker but are also warned that the math involved is balanced on a much finer edge than 5eA. It has a DMG and PH.</p><p>- release three other books that apply to both versions at once: a MM in which stats for both versions are given for each monster, a Deities and Pantheons guide, and a Guide to Better Play designed to offer advice and hints to players and DMs alike on how to role-play, come up with character ideas, and generally make the game work. (so that's 7 books in total at initial release: DMGA, DMGB, PHA, PHB, MM, D+P, and GBP)</p><p>- release 2 boxed sets that are starter kits for each version of 5e.</p><p>- release a series of adventures for each version of 5e.</p><p>- reintroduce a version of the OGL but have tighter quality and power-creep control and looser (or no) censorship.</p><p></p><p>Year 4:</p><p>- design and release fully electronic versions of both 5e's; playable online a la WoW.</p><p>- design and release a virtual tabletop for both versions, that as far as possible allows for house rules in either.</p><p>- release a few more settings and lots of adventures, also allow fans to submit their own adventures.</p><p>- hold a contest for design of new spells, winners get published in Year 5.</p><p>- keep the paper magazine going but more as support now rather than trial.</p><p></p><p>Year 5:</p><p>- release a new book for each version, this one fills any gaps missed by the first 6 and introduces some new spells/items/classes etc. but things are generally *less* powerful than what came before. (so there's now 9 books in total; more than enough to be going on with). Some of the spells come from the Year 4 contest.</p><p>- perhaps branch into non-traditional settings e.g. revisit Planescape, Boot Hill, etc.</p><p>- release lots more adventures.</p><p>- support, support, support.</p><p>- put out various add-on items e.g. dice, generic battle mats, etc.</p><p>- sit back and enjoy the ride. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"I can dream, can't I?"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5320478, member: 29398"] I've sometimes dreamed of this very scenario... :) [long essay warning] I'd first have to accept that 4e cannot be undone, it's too late for that; so its previously-set publication schedule would have to run its course. But here's what I'd try to do from there, given time and resources: Year 1: - publish 4e material as scheduled but don't schedule any more. - look into buying out a company that makes metal minis, bring them into the D+D line, start producing minis of (among others) what will later become the iconic characters of 5eA and 5eB (see below). Keep producing plastic minis of monsters. - take a long hard look at DDI and everything associated with it - can it be saved, or does it need to be rebuilt from the ground up. - get the design team working on some edition-neutral settings including two new somewhat-generic ones that become the core settings for 5eA and 5eB. - offer official support for all previous editions, put a selection of old-edition .pdf files (but not all of them) back up. - find a way to get a paper-based magazine out there again, either in-house or licensed out; use this over the next year or so to float new ideas. - do a whole bunch of informal research as to what people want from and in the game. Year 2: - publish 4e material as scheduled but by now it should be winding down. - put out a series of adventures, 4e-based but as edition-neutral as possible; in a new and reworked format designed by and for DMs. No more delve. - do whatever needs to be done to make DDI what it should be in preparation for Year 4. - reprint and re-release some classic material - adventures, mostly - from earlier editions; these would be the things not put up as .pdfs the year before. These would be slightly reworked to fit in with 5eA and 5eB and would be something of a trial balloon for the new systems (kind of like SWSE was for 4e). - try my damnedest to bring some of the lost design/writing/art talent back in. - behind the scenes, design like crazy - building up to: Year 3: - release D+D 5e version A and D+D 5e version B simultaneously. Version A is 1e revisited, taking the best ideas from all sorts of other rules-light old-school style games and putting them together into a modular and as-malleable-as-possible whole to which DMs are not only allowed but encouraged to make their own modifications. It has a DMG and PH. Version B is a mash-up of the best of 3e and 4e, also taking the best ideas from other new-school games and putting them together into a modular and cohesive whole. DMs are again encouraged to tinker but are also warned that the math involved is balanced on a much finer edge than 5eA. It has a DMG and PH. - release three other books that apply to both versions at once: a MM in which stats for both versions are given for each monster, a Deities and Pantheons guide, and a Guide to Better Play designed to offer advice and hints to players and DMs alike on how to role-play, come up with character ideas, and generally make the game work. (so that's 7 books in total at initial release: DMGA, DMGB, PHA, PHB, MM, D+P, and GBP) - release 2 boxed sets that are starter kits for each version of 5e. - release a series of adventures for each version of 5e. - reintroduce a version of the OGL but have tighter quality and power-creep control and looser (or no) censorship. Year 4: - design and release fully electronic versions of both 5e's; playable online a la WoW. - design and release a virtual tabletop for both versions, that as far as possible allows for house rules in either. - release a few more settings and lots of adventures, also allow fans to submit their own adventures. - hold a contest for design of new spells, winners get published in Year 5. - keep the paper magazine going but more as support now rather than trial. Year 5: - release a new book for each version, this one fills any gaps missed by the first 6 and introduces some new spells/items/classes etc. but things are generally *less* powerful than what came before. (so there's now 9 books in total; more than enough to be going on with). Some of the spells come from the Year 4 contest. - perhaps branch into non-traditional settings e.g. revisit Planescape, Boot Hill, etc. - release lots more adventures. - support, support, support. - put out various add-on items e.g. dice, generic battle mats, etc. - sit back and enjoy the ride. :) Lan-"I can dream, can't I?"-efan [/QUOTE]
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