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News: Ravenloft back to WotC - and a FoS message
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<blockquote data-quote="wingsandsword" data-source="post: 2518210" data-attributes="member: 14159"><p>Planescape, much like Ghostwalk, it was something that could be "plugged in" to. In essence, it was also just a City and some new mechanics.</p><p></p><p>WotC has no problem supporting Planar source material, we had Manual of the Planes, and later the Planar Handbook. The only thing that makes Planescape truly unique from "generic" planar adventuring is the city of Sigil and the politics and people of that city (factions, sects, guilds, factols ect.). They've mentioned Sigil in passing in the DMG, and just given it a briefest of mentions in other planar products.</p><p></p><p>Much like they made a Planar Handbook, they could make DM's book of "Planar Locations" with the City of Sigil thoroughly detailed, the Gate Towns, and writeups of the various factions/sects/guilds and major NPC's and it's Planescape without the Planescape name. (Yes, PS had a distinctive art style and the cant and all, but that is something I don't really expect them to bring back, even though I would like them to).</p><p></p><p>Planescape was already a "setting" that could just be a plug-in to existing settings if you wanted to, something you could have side-adventures in then go back to the comfort and safety of your Prime World. Core D&D already presumes that Planes are out there, Planescape just fleshed out who lives there, and the idea that you didn't have to be super-high-level to go there. It would be easy to present Planescape in the same "plug in" model of something to add to a Core D&D campaign. </p><p></p><p>When WotC was supporting Greyhawk, Birthright, Forgotten Realms and Mystara as all pseudo-Tolkienesque traditional medieval European fantasy worlds simultaneously, with two very-high-fantasy crossover settings (Spelljammer and Planescape), and then nonstandard fantasy settings (Ravenloft and Dark Sun), with one-shot sub-settings and core products all on top of that, with all those settings receiving support, plus Basic/Rules Cyclopedia D&D getting supported for all that time, then you're splitting up the market.</p><p></p><p>In the same vein, Spelljammer could just as easily be a plug-in one-shot book. A way to incorporate airships into other settings besides Eberron and let DM's run inter-world crossovers if they choose. Frankly, it's no more "nonstandard D&D" than Eberron is, with wacky PC races, flying ships, common magic items and a weird cosmology.</p><p></p><p>But no, WotC has made enough things that are far enough away from core D&D, and enough things that split the D&D fan base that the "we don't want to split things up by creating a new product line" story doesn't hold water. If they didn't want to split things up, then why create a whole new campaign setting that will be fully supported? The original D&D 3e business model was to make everything generic & core, with the DM presumed to add setting material themselves, and the next summer Forgotten Realms was more re-released as a more fleshed-out setting for DM's who wanted detail. Then they decide to create a whole new setting, as fully supported as the Realms, and "dividing the fanbase" by creating another camp for fans to prefer over all others.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2518210, member: 14159"] Planescape, much like Ghostwalk, it was something that could be "plugged in" to. In essence, it was also just a City and some new mechanics. WotC has no problem supporting Planar source material, we had Manual of the Planes, and later the Planar Handbook. The only thing that makes Planescape truly unique from "generic" planar adventuring is the city of Sigil and the politics and people of that city (factions, sects, guilds, factols ect.). They've mentioned Sigil in passing in the DMG, and just given it a briefest of mentions in other planar products. Much like they made a Planar Handbook, they could make DM's book of "Planar Locations" with the City of Sigil thoroughly detailed, the Gate Towns, and writeups of the various factions/sects/guilds and major NPC's and it's Planescape without the Planescape name. (Yes, PS had a distinctive art style and the cant and all, but that is something I don't really expect them to bring back, even though I would like them to). Planescape was already a "setting" that could just be a plug-in to existing settings if you wanted to, something you could have side-adventures in then go back to the comfort and safety of your Prime World. Core D&D already presumes that Planes are out there, Planescape just fleshed out who lives there, and the idea that you didn't have to be super-high-level to go there. It would be easy to present Planescape in the same "plug in" model of something to add to a Core D&D campaign. When WotC was supporting Greyhawk, Birthright, Forgotten Realms and Mystara as all pseudo-Tolkienesque traditional medieval European fantasy worlds simultaneously, with two very-high-fantasy crossover settings (Spelljammer and Planescape), and then nonstandard fantasy settings (Ravenloft and Dark Sun), with one-shot sub-settings and core products all on top of that, with all those settings receiving support, plus Basic/Rules Cyclopedia D&D getting supported for all that time, then you're splitting up the market. In the same vein, Spelljammer could just as easily be a plug-in one-shot book. A way to incorporate airships into other settings besides Eberron and let DM's run inter-world crossovers if they choose. Frankly, it's no more "nonstandard D&D" than Eberron is, with wacky PC races, flying ships, common magic items and a weird cosmology. But no, WotC has made enough things that are far enough away from core D&D, and enough things that split the D&D fan base that the "we don't want to split things up by creating a new product line" story doesn't hold water. If they didn't want to split things up, then why create a whole new campaign setting that will be fully supported? The original D&D 3e business model was to make everything generic & core, with the DM presumed to add setting material themselves, and the next summer Forgotten Realms was more re-released as a more fleshed-out setting for DM's who wanted detail. Then they decide to create a whole new setting, as fully supported as the Realms, and "dividing the fanbase" by creating another camp for fans to prefer over all others. [/QUOTE]
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