Hussar
Legend
Just some fun speculation. We have Tales of the Yawning Portal coming out shortly and some chatter that we might see a big book of crunch this year, or maybe next. But, what do you think we might see from WotC in the next few years?
Me, I'm presuming they're going to stick to their 2 big modules, 1 big(ish) support book per year with a single year tending to be loosely tied together. In no particular order:
1. A "Rule the Land" module. Sort of inspired by Birthright, the module allows players to carve out a kingdom of some sort in the Sword Coast. Includes lots of goodies for downtime, building a castle, managing the land, mass army combat, factions, that sort of thing. The module series starts with the players exploring a fairly wild land and finding a ruined castle. Play progresses through rebuilding the castle, defending it, exploring the dungeon under the caste (because, there HAS to be one) and whatnot.
2. A Hexploration module. Maybe one of those big floating islands from the 4e Spellplague comes to rest off the coast of the Sword Coast. Big chunk of totally unexplored property some 150 miles in diameter. The party is off to map the island, claim it in the name of ... well someone
and probably reduce the population. Mechanical modules include a lot more dealing with long term exploration, disease and exhaustion, and lots and lots of weirdness.
3. A Far Realms incursion. Ok, here we're going to get our Psionics addition to the game. So, lots of tentacular horrors descend upon the land and our fair heroes are off to defend the people. Madness rules, psionics, and lots and lots of tentacles. Fun.
4. A planar excursion. Again, I think this one is a no brainer. People want this and it's going to happen. Maybe tie things into the City of Brass and the Efreeti, which, at least in the 5e Monster Manual, got lots of air play. Genies, demons, angels, oh my. Might be a really good place to update the Environmental Series from 3e. Since we'd have a series of adventures, each of them probably themed along various different environments, seems like a good fit to me.
So, what do you folks think? What's your wishlist?
Me, I'm presuming they're going to stick to their 2 big modules, 1 big(ish) support book per year with a single year tending to be loosely tied together. In no particular order:
1. A "Rule the Land" module. Sort of inspired by Birthright, the module allows players to carve out a kingdom of some sort in the Sword Coast. Includes lots of goodies for downtime, building a castle, managing the land, mass army combat, factions, that sort of thing. The module series starts with the players exploring a fairly wild land and finding a ruined castle. Play progresses through rebuilding the castle, defending it, exploring the dungeon under the caste (because, there HAS to be one) and whatnot.
2. A Hexploration module. Maybe one of those big floating islands from the 4e Spellplague comes to rest off the coast of the Sword Coast. Big chunk of totally unexplored property some 150 miles in diameter. The party is off to map the island, claim it in the name of ... well someone

3. A Far Realms incursion. Ok, here we're going to get our Psionics addition to the game. So, lots of tentacular horrors descend upon the land and our fair heroes are off to defend the people. Madness rules, psionics, and lots and lots of tentacles. Fun.
4. A planar excursion. Again, I think this one is a no brainer. People want this and it's going to happen. Maybe tie things into the City of Brass and the Efreeti, which, at least in the 5e Monster Manual, got lots of air play. Genies, demons, angels, oh my. Might be a really good place to update the Environmental Series from 3e. Since we'd have a series of adventures, each of them probably themed along various different environments, seems like a good fit to me.
So, what do you folks think? What's your wishlist?