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No hold barred - how I would develope 5e
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<blockquote data-quote="Wik" data-source="post: 5433114" data-attributes="member: 40177"><p>Exactly. The idea of "kitchen sink" D&D seems good on paper, but what you're really doing is making people that don't play kitchen sink D&D feel like they're no longer playing "D&D" and shifting them away from your brand.</p><p></p><p>What you want D&D to be is a game where - when someone describes a fantasy novel, movie, or crazy dream they had - you can say "hey, D&D can do that!". You do NOT want D&D to have this huge overt flavour to it, because it causes people to look away from D&D when they want a game of a different flavour. </p><p></p><p>This is why Savage Worlds is so popular - it's almost infinitely modable. And it encourages such modding and "do it yourselfism". A D&D brand that effectively allowed for personalized campaign settings would be AMAZING.</p><p></p><p>Not to mention, people would still buy module add-ons even if they weren't gonna use them in their current campaign - because there's always the next world. Many GMs love to build new settings, and if you engineer the game to have shorter lives, GMs are always going to be thinking of their next campaign world anyways.</p></blockquote><p></p>
[QUOTE="Wik, post: 5433114, member: 40177"] Exactly. The idea of "kitchen sink" D&D seems good on paper, but what you're really doing is making people that don't play kitchen sink D&D feel like they're no longer playing "D&D" and shifting them away from your brand. What you want D&D to be is a game where - when someone describes a fantasy novel, movie, or crazy dream they had - you can say "hey, D&D can do that!". You do NOT want D&D to have this huge overt flavour to it, because it causes people to look away from D&D when they want a game of a different flavour. This is why Savage Worlds is so popular - it's almost infinitely modable. And it encourages such modding and "do it yourselfism". A D&D brand that effectively allowed for personalized campaign settings would be AMAZING. Not to mention, people would still buy module add-ons even if they weren't gonna use them in their current campaign - because there's always the next world. Many GMs love to build new settings, and if you engineer the game to have shorter lives, GMs are always going to be thinking of their next campaign world anyways. [/QUOTE]
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