The Sigil
Mr. 3000 (Words per post)
I was flipping through some old Dragon magazines last night and found something kind of interesting... which brought up a question...
In Dragon Annual #3, the "editor's note" (or whatever it be called) at the beginning of the magazine referenced the desire of Dragon to continue being a good place to find "crunchy" material for D&D (his word).
I thought to myself, "who, then, first coined the phrase 'crunchy'? - It is obviously not a new term for 3rd edition stuff only." Anyone have any answers?
The other thing I found interesting is that even at that point, Dragon felt that it needed to produce "crunchy bits" in order to be relevant to all gaming tables. My question is, "do they do that any more?"
Much has been made about Dragon appearing to be basically a 6-dollar advertisement for the next WotC product. And you know, I whole-heartedly agree with that. The D&D market is not really D&D anymore - it's now d20. Dragon really needs to quit jocking WotC and help the average gamer find his way to the other "really good stuff" out there.
As for the inclusion of crunchy bits, I think a lot of companies have fallen victim to the fallacy that there are 5 basic varieties of crunchy bits:
1.) Prestige Classes
2.) Spells (and spellcasting systems)
3.) Monsters
4.) Feats
5.) Magic Items
Personally, I think we, the d20 community at large, hit saturation of prestige classes and feats long ago. With all the monster books out and about to be out, I think we'll hit saturation on that in another three months, tops. Alternate spellcasting systems are a lot of work (though I do like them), and we are probably coming up against saturation in spells. This leaves us with only "magic items" as one of the five formulaic crunchy bits that can still excite us - and how many magic items will it take to saturate THAT appetite? I would guess not very many.
I look back over old Dragon issues and asked, "what were the crunchy bits THEY used?" Of course, the Bazaar of the Bizarre had some really neat magic items (and some really bad ones). But where (to me at least) Dragon set the standard in "crunchy bits" was in the "filling out of the system." It published rules for situations and things not covered in the Core Rulebooks. In other words, it didn't try to cram more "stuff" into the house, it actually built additions onto the house to hold stuff.
What have I seen in d20 publishing that does this? Not much - though I have seen some...
1.) Alchemy and Herbalists - hugely expands two skills. Rules for all sorts of "mundane" concoctions - and some magical ones too.
2.) Seafarer's Handbook, Broadsides!, (something else I am forgetting) - Underwater combat, ship-to-ship combat.
3.) Legions of Hell/Armies of the Abyss - Giving a little explanation of planar cosmology (of specific planes).
Basically, Dragon - and many d20 publishers - have fallen into the trap of trying to stuff material into the existing framework, instead of building on the existing framework and expanding our horizons. Even I am guilty of that to some degree.
Some "creamy" is needed to make this exciting, but all "cream" is "fluff" and useless to most. I haven't read the fiction in Dragon in years - it is 100% useless to me. What I want is articles to expand the system - give me the tour of the planes. Give me rules for encounters on the plane. Give me rules for how the plane affects visitors. Yes, some of this is in the Manual of the Planes. But there could be more.
I have the Stronghold Builder's Guidebook. Great. Give me rules for siege weapons. Give me rules for starving out a fortress. Give me mass combat rules.
Give us aerial combat rules. Underwater combat rules. Give us rules on "how to design a spell/feat/monster (those were IMO the best articles for 3rd edition D&D Dragon has contained)." Give us rules on how to make (balanced) rules.
Give us an explanation of economy and how "cash" flows through a hamlet. Through a small village. Through a large town.
IOW, Dragon, don't give us more stuff. Give us instead boxes to put it in. For the love of all that is holy, don't give us "Drow." Don't give us "Elves." Don't give us "The Realms." Give us stuff we all can actually use. Even though the group that screams for "Drow" and "Vile Evil" and "Realms" is loud, they are by far the minority among gamers - by catering to them, you are turning off the rest of us and losing your fan base in a hurry. Stick to generic stuff - the tighter you focus on a themed issue, the smaller the group that will find the issue useful will be. The smaller the group that finds an issue useful, the smaller your subscriber base. Basic economics from there....
Thoughts?
--The Sigil
In Dragon Annual #3, the "editor's note" (or whatever it be called) at the beginning of the magazine referenced the desire of Dragon to continue being a good place to find "crunchy" material for D&D (his word).
I thought to myself, "who, then, first coined the phrase 'crunchy'? - It is obviously not a new term for 3rd edition stuff only." Anyone have any answers?
The other thing I found interesting is that even at that point, Dragon felt that it needed to produce "crunchy bits" in order to be relevant to all gaming tables. My question is, "do they do that any more?"
Much has been made about Dragon appearing to be basically a 6-dollar advertisement for the next WotC product. And you know, I whole-heartedly agree with that. The D&D market is not really D&D anymore - it's now d20. Dragon really needs to quit jocking WotC and help the average gamer find his way to the other "really good stuff" out there.
As for the inclusion of crunchy bits, I think a lot of companies have fallen victim to the fallacy that there are 5 basic varieties of crunchy bits:
1.) Prestige Classes
2.) Spells (and spellcasting systems)
3.) Monsters
4.) Feats
5.) Magic Items
Personally, I think we, the d20 community at large, hit saturation of prestige classes and feats long ago. With all the monster books out and about to be out, I think we'll hit saturation on that in another three months, tops. Alternate spellcasting systems are a lot of work (though I do like them), and we are probably coming up against saturation in spells. This leaves us with only "magic items" as one of the five formulaic crunchy bits that can still excite us - and how many magic items will it take to saturate THAT appetite? I would guess not very many.
I look back over old Dragon issues and asked, "what were the crunchy bits THEY used?" Of course, the Bazaar of the Bizarre had some really neat magic items (and some really bad ones). But where (to me at least) Dragon set the standard in "crunchy bits" was in the "filling out of the system." It published rules for situations and things not covered in the Core Rulebooks. In other words, it didn't try to cram more "stuff" into the house, it actually built additions onto the house to hold stuff.
What have I seen in d20 publishing that does this? Not much - though I have seen some...
1.) Alchemy and Herbalists - hugely expands two skills. Rules for all sorts of "mundane" concoctions - and some magical ones too.
2.) Seafarer's Handbook, Broadsides!, (something else I am forgetting) - Underwater combat, ship-to-ship combat.
3.) Legions of Hell/Armies of the Abyss - Giving a little explanation of planar cosmology (of specific planes).
Basically, Dragon - and many d20 publishers - have fallen into the trap of trying to stuff material into the existing framework, instead of building on the existing framework and expanding our horizons. Even I am guilty of that to some degree.
Some "creamy" is needed to make this exciting, but all "cream" is "fluff" and useless to most. I haven't read the fiction in Dragon in years - it is 100% useless to me. What I want is articles to expand the system - give me the tour of the planes. Give me rules for encounters on the plane. Give me rules for how the plane affects visitors. Yes, some of this is in the Manual of the Planes. But there could be more.
I have the Stronghold Builder's Guidebook. Great. Give me rules for siege weapons. Give me rules for starving out a fortress. Give me mass combat rules.
Give us aerial combat rules. Underwater combat rules. Give us rules on "how to design a spell/feat/monster (those were IMO the best articles for 3rd edition D&D Dragon has contained)." Give us rules on how to make (balanced) rules.
Give us an explanation of economy and how "cash" flows through a hamlet. Through a small village. Through a large town.
IOW, Dragon, don't give us more stuff. Give us instead boxes to put it in. For the love of all that is holy, don't give us "Drow." Don't give us "Elves." Don't give us "The Realms." Give us stuff we all can actually use. Even though the group that screams for "Drow" and "Vile Evil" and "Realms" is loud, they are by far the minority among gamers - by catering to them, you are turning off the rest of us and losing your fan base in a hurry. Stick to generic stuff - the tighter you focus on a themed issue, the smaller the group that will find the issue useful will be. The smaller the group that finds an issue useful, the smaller your subscriber base. Basic economics from there....
Thoughts?
--The Sigil