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No hold barred - how I would develope 5e
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<blockquote data-quote="Glade Riven" data-source="post: 5433032" data-attributes="member: 86468"><p>I posted something like this in another thread, so this is an expansion/development of a reply I made. So here is how I would develope 5e. Now, there will be things which there is a good chance some people here would hate, but please read to the end - there is a good reasons for many of the decisions made. </p><p> </p><p>First off, all sacred cows are being shipped off to slaughterhouse. This is mind-blowingly non-traditional in setup. So please keep an open mind.</p><p> </p><p>The core product shifts from the wargame/RPG hybrid that is 4e to a boardgame/rpg hybrid. I'm talking Red Box to the next level. Start out by having a enough stuff in the box so that people can pick up and play. Dungeon tiles, counters, tokens, cards, a full set of dice. 6 classes and 6 races that people can mix and match. </p><p> </p><p>Heroic Box: levels 1-10</p><p>Paragon Box: levels 11-20</p><p>Epic Box: 21-30</p><p> </p><p>Gameplay shifts between those tiers anyways, even under 3.5. Selling it much like a board game makes it simple for people who have never played RPGs to pick it up. They understand board games. They understand pretend. The transition is a lot easier, allowing for growth in the market. Sell each box in the $30-$40 dollar range.</p><p> </p><p>Now, we get on to auxillery products.</p><p> </p><p>Extra classes can be sold, with all the rules and items to play them, in individual packets. I'm talking $10 getting you all the game aids and rules to play that class (except dice) in one handy dandy packet. Better yet, include rules in these packets to play those classes all the way to epic, because now people will want to buy the other box sets so they can play their characters all the way to the top. Include a random collectable mini.</p><p> </p><p>Monsters are sold in $5 card packs, with each card having a punch-out token to represent on the field. Throw random PC race card in each expansion.</p><p> </p><p><strong>DDI</strong>. Options, discussions, articles, ideas for new dungeons, adventures, locations, exclusive play tests, etc. Digitally create your character and print off your character sheet. Everything DDI does now, only more. Engage the subscribers, run contests for unique and awsome things.</p><p> </p><p>Expand into a new area - let subscribers pick their favorite adventures, articles, rules, etc. and let them build their own books, POD style.</p><p> </p><p>D&D is now on a collectable model, something WotC does and does well with Magic. And I know what you're thinking. You've ruined my franchise. Well, wait for the upsale.</p><p> </p><p>The Hardcore Gamer's Handbook. This is the meat of the system. I wouldn't even release this book right off the bat - I'd wait at least 6 months to a year. Follow up with the DMG and Monster Manual. These are tools designed for the elite, for the hardcore who roll the dice. These are <em>our books</em>. And these books are marketed as such.</p><p> </p><p>Connect with fans. Grow the Brand. Give them a reason to buy. <em>Hook.<strong> Line. <u>Sinker.</u></strong></em></p><p> </p><p> </p><p>Okay, so it's all an elaborate marketing ploy to grow the brand, with the ultimate goal of all the crap that sold going in is rendered unnessessary by the time new players graduate to the core rulebooks (by then, the goal is to make that money off of DDI and DDI POD). Part of it is to play up to WotC's strengths in the CCG market. Part of it is what they need to do to expand DDI from where it is. The third part is to provide a product for all of us who already know how all this whole RPG thing works and don't need all that extra crap, except to sucker in freinds and relatives that have never experianced roleplaying. It also provides products along multiple price points. And yes, it does depend on providing quality products that people want to buy - but that's a given.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5433032, member: 86468"] I posted something like this in another thread, so this is an expansion/development of a reply I made. So here is how I would develope 5e. Now, there will be things which there is a good chance some people here would hate, but please read to the end - there is a good reasons for many of the decisions made. First off, all sacred cows are being shipped off to slaughterhouse. This is mind-blowingly non-traditional in setup. So please keep an open mind. The core product shifts from the wargame/RPG hybrid that is 4e to a boardgame/rpg hybrid. I'm talking Red Box to the next level. Start out by having a enough stuff in the box so that people can pick up and play. Dungeon tiles, counters, tokens, cards, a full set of dice. 6 classes and 6 races that people can mix and match. Heroic Box: levels 1-10 Paragon Box: levels 11-20 Epic Box: 21-30 Gameplay shifts between those tiers anyways, even under 3.5. Selling it much like a board game makes it simple for people who have never played RPGs to pick it up. They understand board games. They understand pretend. The transition is a lot easier, allowing for growth in the market. Sell each box in the $30-$40 dollar range. Now, we get on to auxillery products. Extra classes can be sold, with all the rules and items to play them, in individual packets. I'm talking $10 getting you all the game aids and rules to play that class (except dice) in one handy dandy packet. Better yet, include rules in these packets to play those classes all the way to epic, because now people will want to buy the other box sets so they can play their characters all the way to the top. Include a random collectable mini. Monsters are sold in $5 card packs, with each card having a punch-out token to represent on the field. Throw random PC race card in each expansion. [B]DDI[/B]. Options, discussions, articles, ideas for new dungeons, adventures, locations, exclusive play tests, etc. Digitally create your character and print off your character sheet. Everything DDI does now, only more. Engage the subscribers, run contests for unique and awsome things. Expand into a new area - let subscribers pick their favorite adventures, articles, rules, etc. and let them build their own books, POD style. D&D is now on a collectable model, something WotC does and does well with Magic. And I know what you're thinking. You've ruined my franchise. Well, wait for the upsale. The Hardcore Gamer's Handbook. This is the meat of the system. I wouldn't even release this book right off the bat - I'd wait at least 6 months to a year. Follow up with the DMG and Monster Manual. These are tools designed for the elite, for the hardcore who roll the dice. These are [I]our books[/I]. And these books are marketed as such. Connect with fans. Grow the Brand. Give them a reason to buy. [I]Hook.[B] Line. [U]Sinker.[/U][/B][/I] Okay, so it's all an elaborate marketing ploy to grow the brand, with the ultimate goal of all the crap that sold going in is rendered unnessessary by the time new players graduate to the core rulebooks (by then, the goal is to make that money off of DDI and DDI POD). Part of it is to play up to WotC's strengths in the CCG market. Part of it is what they need to do to expand DDI from where it is. The third part is to provide a product for all of us who already know how all this whole RPG thing works and don't need all that extra crap, except to sucker in freinds and relatives that have never experianced roleplaying. It also provides products along multiple price points. And yes, it does depend on providing quality products that people want to buy - but that's a given. [/QUOTE]
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