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On 5e Splatbooks
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<blockquote data-quote="Upper_Krust" data-source="post: 5808585" data-attributes="member: 326"><p>Hey all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Personally I don't think 5E should produce any splatbooks in the traditional sense. However, given that WotC still need to release books to make money, what I think they should so is <strong>cross-pollenate EVERY book with an adventure or adventures</strong>. So, for instance lets say we release a book about...</p><p></p><p>- New Assassin Class...tie that in to something like the Assassin's Knot adventure.</p><p>- Running a Stronghold...tie that into a Keep on the Borderlands style adventure.</p><p>- Adding Sci-fi Elements...tie that into an Expedition to the Barrier Peaks.</p><p>- Wilderness Survival Guide...something like Isle of Dread</p><p>- Book of Traps...tie that into a Tomb of Horrors trap-fest</p><p>- New 'Themed' Monster Book...dungeon delves adventure anthology.</p><p>- New Planar book...Dead Gods (Astral), Temple of Elemental Evil (Elemental) </p><p>- Book of Magic Items...find them at White Plume Mountain</p><p>etc.</p><p></p><p>Just for the record I am not necessarily advocating the re-release (or in many cases re-re-re-release) of old adventures, I am just using the above as examples. There is no reason why the adventures couldn't be wholly new.</p><p></p><p>The benefits of this method are:</p><p></p><p><strong>1. More Adventures:</strong> Adventures were much neglected by WotC because they apparently don't sell well enough. By tying the adventure portion to specific design mechanics they could give them a new lease of life.</p><p><strong>2. Show Don't Tell:</strong> In the adventure format, the designers can show exactly how assassin's operate or how to best set up traps. Its like a step-by-step DIY guide.</p><p><strong>3. Fluff + Crunch:</strong> Any adventure needs to tell a story and thus strikes a healthy balance between fluff and crunch.</p><p><strong>4. Invention:</strong> The marriage of adventure + mechanics could see a return to the inspired adventure design of the past. Instead of 'just another dungeon', each adventure would literally add something new to the game.</p><p><strong>5. New Approach:</strong> How many Manuals of the Planes, Draconomicons and Complete Fighters do they expect us to buy. I'm a bit worn out by the 'same old same old'. Try something new.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5808585, member: 326"] Hey all! :) Personally I don't think 5E should produce any splatbooks in the traditional sense. However, given that WotC still need to release books to make money, what I think they should so is [B]cross-pollenate EVERY book with an adventure or adventures[/B]. So, for instance lets say we release a book about... - New Assassin Class...tie that in to something like the Assassin's Knot adventure. - Running a Stronghold...tie that into a Keep on the Borderlands style adventure. - Adding Sci-fi Elements...tie that into an Expedition to the Barrier Peaks. - Wilderness Survival Guide...something like Isle of Dread - Book of Traps...tie that into a Tomb of Horrors trap-fest - New 'Themed' Monster Book...dungeon delves adventure anthology. - New Planar book...Dead Gods (Astral), Temple of Elemental Evil (Elemental) - Book of Magic Items...find them at White Plume Mountain etc. Just for the record I am not necessarily advocating the re-release (or in many cases re-re-re-release) of old adventures, I am just using the above as examples. There is no reason why the adventures couldn't be wholly new. The benefits of this method are: [B]1. More Adventures:[/B] Adventures were much neglected by WotC because they apparently don't sell well enough. By tying the adventure portion to specific design mechanics they could give them a new lease of life. [B]2. Show Don't Tell:[/B] In the adventure format, the designers can show exactly how assassin's operate or how to best set up traps. Its like a step-by-step DIY guide. [B]3. Fluff + Crunch:[/B] Any adventure needs to tell a story and thus strikes a healthy balance between fluff and crunch. [B]4. Invention:[/B] The marriage of adventure + mechanics could see a return to the inspired adventure design of the past. Instead of 'just another dungeon', each adventure would literally add something new to the game. [B]5. New Approach:[/B] How many Manuals of the Planes, Draconomicons and Complete Fighters do they expect us to buy. I'm a bit worn out by the 'same old same old'. Try something new. [/QUOTE]
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