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Light release schedule: More harm than good?
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<blockquote data-quote="Grainger" data-source="post: 6507113" data-attributes="member: 6779234"><p>I love the fact that it's a "slow" release schedule.</p><p></p><p>But hang on... Slow? We've only just had the core books out, and we already have three lengthy adventures!</p><p></p><p>Speaking personally, I don't understand why it's so hard to come up with adventure ideas. Why do we need it spoon-fed to us? We have <em>decades</em> now of back material we can draw on for inspiration, and the resources of the net. I'm a DM of 30 years' standing, and in my view, it has <em>never been easier to come up with ideas for a campaign</em>. Not only do we have more fiction easily available than ever (immediately available online, be that in the form of movies, game materials or novels) but historical information is just a few seconds' Google away (in most cases)*. Ideas for stories, traps, dungeons, cities, monsters, characters, likewise - if you need them, but really, it's not that hard if you have been exposed to any adventure fiction (books, movies etc.). RPGs are meant to be games of the imagination, not "games of I can't possibly do it without a small library of official books".**</p><p></p><p>Looking at crunch books, in my view the last thing we needs is loads of supplemental rules. There's more than enough in the core books to provide <em>years</em> of adventure. If you need more character races and classes to enjoy the game, then you're not thinking enough about character types, frankly. There's a near infinite world of character choice there already.</p><p></p><p>5e in its core form isn't exactly a rules-light system anyway - it's just lighter than some previous editions. Rules bloat can't be conducive to drawing in new players. The sheer number of books puts me off even considering Pathfinder. That system looks like a headache to get started with, let alone play or GM, and a potentially never-ending money sinkhole as it becomes a power creep arms-race (I don't know if this is the case with Pathfinder - I'm going on my past experience of never-ending splatbooks with GW and TSR). I admit that some of Paizos adventures look good, and I like their game aids - but the sheer number of character classes is ridiculous.</p><p></p><p>I hated the rules bloat in 2e (and history has revealed it was a blatant attempt to milk fans for more money, rather than because the game needed it - although it was pretty obvious at the time, with at least one splatbook being advertised with heavy hints that you needed the latest one to keep your character from dying, because all the other classes already had them and you'd not keep up without it!). The last thing I want to see is this kind of nonsense with 5e, and I would always be deeply suspicious of splatbooks for this reason, let alone the bloating effect they have on the game, which already has enough rules.</p><p></p><p></p><p></p><p></p><p>*Only this week, I wanted to find out more about early Norman castles (my players are going to infiltrate one), and not only found lots of information online in minutes, but found and ordered a book which will be perfect for illustrating the castle defenders. In the past, I wouldn't even have known the book existed. Instant "module" there - cost? free - not counting the book, which was inexpensive second-hand, but entirely optional.</p><p></p><p>**And to qualify this, I have a lot less time than I used to, so that's not the issue here.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6507113, member: 6779234"] I love the fact that it's a "slow" release schedule. But hang on... Slow? We've only just had the core books out, and we already have three lengthy adventures! Speaking personally, I don't understand why it's so hard to come up with adventure ideas. Why do we need it spoon-fed to us? We have [I]decades[/I] now of back material we can draw on for inspiration, and the resources of the net. I'm a DM of 30 years' standing, and in my view, it has [I]never been easier to come up with ideas for a campaign[/I]. Not only do we have more fiction easily available than ever (immediately available online, be that in the form of movies, game materials or novels) but historical information is just a few seconds' Google away (in most cases)*. Ideas for stories, traps, dungeons, cities, monsters, characters, likewise - if you need them, but really, it's not that hard if you have been exposed to any adventure fiction (books, movies etc.). RPGs are meant to be games of the imagination, not "games of I can't possibly do it without a small library of official books".** Looking at crunch books, in my view the last thing we needs is loads of supplemental rules. There's more than enough in the core books to provide [I]years[/I] of adventure. If you need more character races and classes to enjoy the game, then you're not thinking enough about character types, frankly. There's a near infinite world of character choice there already. 5e in its core form isn't exactly a rules-light system anyway - it's just lighter than some previous editions. Rules bloat can't be conducive to drawing in new players. The sheer number of books puts me off even considering Pathfinder. That system looks like a headache to get started with, let alone play or GM, and a potentially never-ending money sinkhole as it becomes a power creep arms-race (I don't know if this is the case with Pathfinder - I'm going on my past experience of never-ending splatbooks with GW and TSR). I admit that some of Paizos adventures look good, and I like their game aids - but the sheer number of character classes is ridiculous. I hated the rules bloat in 2e (and history has revealed it was a blatant attempt to milk fans for more money, rather than because the game needed it - although it was pretty obvious at the time, with at least one splatbook being advertised with heavy hints that you needed the latest one to keep your character from dying, because all the other classes already had them and you'd not keep up without it!). The last thing I want to see is this kind of nonsense with 5e, and I would always be deeply suspicious of splatbooks for this reason, let alone the bloating effect they have on the game, which already has enough rules. *Only this week, I wanted to find out more about early Norman castles (my players are going to infiltrate one), and not only found lots of information online in minutes, but found and ordered a book which will be perfect for illustrating the castle defenders. In the past, I wouldn't even have known the book existed. Instant "module" there - cost? free - not counting the book, which was inexpensive second-hand, but entirely optional. **And to qualify this, I have a lot less time than I used to, so that's not the issue here. [/QUOTE]
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