D&D 5E My ideal D&D product model

2 adventure paths a year. Each set in a different setting. One is an old, classic setting, one is a new setting. Each takes characters up to about 20th level and are designed for 6months to a year's play. Most DMs will buy one a year.

Each AP has a shortish setting guide which introduces it and adds any specific character options. Not too long - you want to hand this to players and expect them to look at it.

What about DM information? Would you like it implemented in the adventure itself, i.e., the town where part of the adventure takes place, is outlined or described in that part of the adventure? And new monsters, will they only appear in the relevant sections? This style should make the adventures much largerand expensive, wouldn't it?
 

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What about DM information? Would you like it implemented in the adventure itself, i.e., the town where part of the adventure takes place, is outlined or described in that part of the adventure? And new monsters, will they only appear in the relevant sections? This style should make the adventures much largerand expensive, wouldn't it?

Yes to all those questions! Perhaps a free DM PDF supplement for convenience.
 

The one thing I'd really like more than anything else is at least one adventure a year that allows a party to finish level 15 to 20. I'm incredibly tired of having to come up with 15-20 content on my own. I think the reason not many play to that level is because most game companies don't create that content level. I would think one such module a year would attract a large enough audience to make production of the module profitable. It would finally allow some module designers to play with truly high level material. Demon lords and ancient dragons for real rather than reduced in power to ensure the party can beat them.
 

I would prefer 32/64 page adventures not tied to a specific setting, and/or a new world. I am done with retreading old content. I would also like a OGL equivalent that permitted third parties to rewrite PHB classes.
 

The ones that are really popular? Revisit 'em with a second AP and another setting guide with more info.

How does that work, unless you only revisit after you've gone through all the old settings? If you only do two a year, each "revisit" means another property gets delayed an entire year.

I don't mind the AP model, though I find them less useful. I think they work better for folks who are running games on weekends - my weeknight sessions give an odd rhythm to the game that doesn't seem to fit the standard pacing of APs.

So, in addition to those APs, I'd like to see stand-alone adventures. I don't care much how they are produced, so long as there is some licensing scheme that allows them to include proper rules support (like stat blocks, and so on) within the adventure product, rather than forcing me to always refer to my hardcovers for them.
 

I'm incredibly tired of having to come up with 15-20 content on my own. I think the reason not many play to that level is because most game companies don't create that content level.

I also suspect that the reason you don't see many up to that level is because (to recall a Robin Laws phrase) most "f20" games don't hold up mechanically very well at that level, with turns taking very long times, PC powers getting super-reality-warping, math getting very long-winded, etc. notice that the most successful currently, Paizo, caps the majority of its own APs at level 13 to 16 (I think Rise of the Runelords and Giantslayer might be two of the highest they've done)

I have not yet played 5e to teens level yet, So I don't know how well it handles the "Epic" levels, but based on what oters have said, maybe some highest level content might buck the trend by showing others that hight level 5e play doesn't bog down.
 

I also suspect that the reason you don't see many up to that level is because (to recall a Robin Laws phrase) most "f20" games don't hold up mechanically very well at that level, with turns taking very long times, PC powers getting super-reality-warping, math getting very long-winded, etc. notice that the most successful currently, Paizo, caps the majority of its own APs at level 13 to 16 (I think Rise of the Runelords and Giantslayer might be two of the highest they've done)

I have not yet played 5e to teens level yet, So I don't know how well it handles the "Epic" levels, but based on what oters have said, maybe some highest level content might buck the trend by showing others that hight level 5e play doesn't bog down.

I would say also the huge variability between different game groups in houserules and ways of doing things IMO becomes increasingly visible at higher levels, and it becomes increasingly difficult to produce adventure content that's actually useful to a significant section of the small target audience.

I like high level games, but the standard of high level modules is worse than average IMO. Too many modules are railroads that don't take into account even the typical, non-abusive uses of high level abilities.

Also high level abilities are often designed from the PoV of being NPC powers primarily, rather that abilities that PCs can genuinely aspire to eventually. I would vastly prefer honesty on this point rather than prevarication and refusal to be transparent.
 

Overall, I'm not that big on the APs... they are ok and I might eventually buy one or two (I haven't bought any of them yet). I just can't get that excited about them, they're too big and try to be too many things at once (part adventure, part setting material, part player options). I might run an AP once but I'm not sure I would reference it too much after that. Would I really flip through an AP to try to learn more about a specific region of the Realms like Red Larch? Maybe, I don't know for sure. I do know I'd rather have regional info in a separate book... I hope future books like the SCAG will fill that gap.

I'd personally like five or six 32-64 page adventures released every year. That, and some OTHER hardcover books... at least three releases a year like maybe a hardcover book on races, a book on the planes or another monster manual. At least one setting book a year would be cool too.

None of that, of course, will probably happen. Might be nice to have WotC tell us what they are planning instead of us always guessing. I mean, will there be more books like the SCAG that detail other areas of the Realms? Is the SCAG just a player's guide to the Realms and will WotC follow it up with a heavy duty campaign guide (probably not, but who really knows).

Knowing their plan would help me decide what to buy and what not to buy right now. I think maybe in a year we might know what their "strategy" is based on their releases and announced stuff. Guessing can be fun too but not all the time.
 

How would such a model allow for recurring themes, plot threads, extra side quests, easter eggs, or advancing story lines? Or do you not think those are important in a published setting?

One thing I've been enjoying is how little things keep reappearing across the modules even from when DND Next was in public playtest.
 

How would such a model allow for recurring themes, plot threads, extra side quests, easter eggs, or advancing story lines? Or do you not think those are important in a published setting?
Personally, I am actively against advancing story lines in RPG settings. Eberron is perfect in this regard - they have chosen a point in time two years after the Last War, where there are plenty of factions in the world that might very well set some evil plan in motion. The various fractions of the Lords of Dust are trying to restore their ancient masters by deciphering the Draconic Prophecy for clues on how to do it. Vol is probably doing something evil based on undead and/or trying to restore her dragonmark. Horrid things lurk underground, remnants of a distant Far Realm invasion. Without the strong centralized rule of Galifar, the different Dragonmarked houses are considering their options for becoming something more than merchants. The Inspired are insinuating themselves into the courts of Khorvaire, offering aid in rebuilding, but with what strings attached? Many grudges remain from the War.

I do not need a setting where Cannith South tries to take control over Breland, and then the Emerald Claw tries to stage a coup in Karrnath, and then a Daelkyr breaks free from its bonds somewhere in the Shadow Marches and has to be re-imprisoned, and then Thrane launches a new crusade to reclaim lost territory, and so on. I want a setting where each of these things may happen, but not one where they have happened.
 

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