Mercurius
Legend
I first heard about Titansgrave a few weeks ago but didn't really look into it - I thought, "Why do I want to watch an RPG show starring Wesley Crusher?" But I just watched the prologue video to Titansgrave and am impressed - I'm a fan of science fantasy and found the setting to be interesting and evocative and look forward to picking up the setting book, The Ashes of Valkana.
Anyhow, this got me thinking about 5E and namely what is missing from 5E. I've started a couple threads about adventures, suggesting that there's a glaring hole in 5E where one-shot adventures should be, and specifically that 5E really needs more "movable pieces" - short adventures, encounter scenarios, sites, etc, that can be plugged into a campaign. In the past I have been a huge advocate for the centrality of setting for an RPG, but have kind of given up on WotC, dating back to when they cancelled the Nentir Vale Gazetteer and more so with the lack of setting in 5E, now a year into the cycle. But watching the Titansgrave video, and observing my reaction to it, I feel more strongly than ever that setting is central an RPG.
This should be made clear: A setting is a story, or rather it is the embodiment of a story. When Mr. Wheaton was telling the back-story of Valkana, I was transported to another time and place, a mythic mindscape that tickled my imagination. This "tickling of the imagination" is perhaps the jewel of why I love RPGs and fantasy/science fiction in general. It isn't the only reason I play - I'd have to include hanging out with friends, the fun of combat and adventure, and so forth - but it is the most precious element of it. In a way, it is the only part of the RPG experience (and other forms of engaging imaginary worlds, namely reading and creating) that cannot be found easily in other forms of activity.
I was reminded of how important setting and story is to the RPG experience. I think WotC knows this, at least the story part. But what they seem to be missing is that a story without a setting is paper-thin. A rich setting provides a context for story, a shared imaginative experience for the community and, perhaps most importantly, brings the game to life in a way otherwise not possible. Now of course their story arcs have been set in the Forgotten Realms, which is anything if not densely detailed. But what I'm talking about is a sense of place, a sense of the RPG arising out of mythic worlds that is lacking so far with 5E, and the feeling that only a living world can bring to an RPG.
Paizo seems to understand this, as it supports and develops Golarion as a living world. Not all Pathfinder players use Golarion - my guess is that most do not - but all can participate in the ongoing story of the world, the feeling of connection, of shared experience. I personally have never used a published setting, but I buy and enjoy setting products because they inspire me and bring the game to life by way of example.
I don't expect my measly little post here to change the direction WotC is taking with 5E. And, to be honest, we don't really know what that direction is. We're a year in and we have the core rules, two story arcs, with a third story arc coming later this year and some kind of psionics product in the works, possibly for 2016. But what we don't know yet is what WotC plans to do about settings, if anything at all. There have been rumors of Chris Perkins' campaign setting going to publishing, but I'm not sure whether this is true or not.
The bottom line is that, in my opinion, 5E really needs setting. I personally would advocate for a two-pronged approach: Some kind of resuscitation of classic settings, but also the development and ongoing support of a new world to explore.
If anything, in the spirit of RPGs I'm whimsically playing make-believe. I don't really expect this to happen, but one can hope...
Addendum: Suggested Product Lineup
Speaking of groundless hope, as a related aside here's how I'd suggest they implement this plan, with a suggested product lineup:
*Splats: Minimize splats to strongly thematic books - like Psionics, the Planes, the Underdark, Horror, etc - and perhaps only one per year. A new Monster Manual no more than every 2-3 years.
*Story Arcs: Continue two story arcs per year, with one being in the classic setting and one in the new setting. Both should be customizable to homebrews.
*Classic Settings: Once per year do a full treatment of a classic D&D setting, and then perhaps license it out to a 3PP to support more fully.
*New Setting: A couple setting supplements per year, plus the story arc and maybe two or three adventures. Perhaps after a few years, create a new setting, with continued but lessened ongoing support for the prior setting (assuming it is well received).
*Dungeon: Bring back Dungeon, with adventures in a variety of settings. New adventures could be published twice a month or so, with a PODable PDF quarterly.
*Surprise!: Every so often, even once a year, a surprise product - maybe a sandbox setting in box set form.
The various products can be linked together, even combined. For instance, an Underdark product could actually be a box set that includes a sandbox setting with countless adventure ideas, a monster booklet, and a story arc all in one. Oh yeah, plus maps. This could be a "mega-event" - a $60-70 box set released at GenCon, and of coursed tied into whatever video game they have going on. Better yet, there could be a big budget television series about an adventuring party for which each season focuses on the "theme of the year." But I'm getting way ahead of myself...
Anyhow, looking at the above, that's maybe 8-10 products a year, plus the Dungeon PDFs, so hardly gluttony.
Anyhow, this got me thinking about 5E and namely what is missing from 5E. I've started a couple threads about adventures, suggesting that there's a glaring hole in 5E where one-shot adventures should be, and specifically that 5E really needs more "movable pieces" - short adventures, encounter scenarios, sites, etc, that can be plugged into a campaign. In the past I have been a huge advocate for the centrality of setting for an RPG, but have kind of given up on WotC, dating back to when they cancelled the Nentir Vale Gazetteer and more so with the lack of setting in 5E, now a year into the cycle. But watching the Titansgrave video, and observing my reaction to it, I feel more strongly than ever that setting is central an RPG.
This should be made clear: A setting is a story, or rather it is the embodiment of a story. When Mr. Wheaton was telling the back-story of Valkana, I was transported to another time and place, a mythic mindscape that tickled my imagination. This "tickling of the imagination" is perhaps the jewel of why I love RPGs and fantasy/science fiction in general. It isn't the only reason I play - I'd have to include hanging out with friends, the fun of combat and adventure, and so forth - but it is the most precious element of it. In a way, it is the only part of the RPG experience (and other forms of engaging imaginary worlds, namely reading and creating) that cannot be found easily in other forms of activity.
I was reminded of how important setting and story is to the RPG experience. I think WotC knows this, at least the story part. But what they seem to be missing is that a story without a setting is paper-thin. A rich setting provides a context for story, a shared imaginative experience for the community and, perhaps most importantly, brings the game to life in a way otherwise not possible. Now of course their story arcs have been set in the Forgotten Realms, which is anything if not densely detailed. But what I'm talking about is a sense of place, a sense of the RPG arising out of mythic worlds that is lacking so far with 5E, and the feeling that only a living world can bring to an RPG.
Paizo seems to understand this, as it supports and develops Golarion as a living world. Not all Pathfinder players use Golarion - my guess is that most do not - but all can participate in the ongoing story of the world, the feeling of connection, of shared experience. I personally have never used a published setting, but I buy and enjoy setting products because they inspire me and bring the game to life by way of example.
I don't expect my measly little post here to change the direction WotC is taking with 5E. And, to be honest, we don't really know what that direction is. We're a year in and we have the core rules, two story arcs, with a third story arc coming later this year and some kind of psionics product in the works, possibly for 2016. But what we don't know yet is what WotC plans to do about settings, if anything at all. There have been rumors of Chris Perkins' campaign setting going to publishing, but I'm not sure whether this is true or not.
The bottom line is that, in my opinion, 5E really needs setting. I personally would advocate for a two-pronged approach: Some kind of resuscitation of classic settings, but also the development and ongoing support of a new world to explore.
If anything, in the spirit of RPGs I'm whimsically playing make-believe. I don't really expect this to happen, but one can hope...
Addendum: Suggested Product Lineup
Speaking of groundless hope, as a related aside here's how I'd suggest they implement this plan, with a suggested product lineup:
*Splats: Minimize splats to strongly thematic books - like Psionics, the Planes, the Underdark, Horror, etc - and perhaps only one per year. A new Monster Manual no more than every 2-3 years.
*Story Arcs: Continue two story arcs per year, with one being in the classic setting and one in the new setting. Both should be customizable to homebrews.
*Classic Settings: Once per year do a full treatment of a classic D&D setting, and then perhaps license it out to a 3PP to support more fully.
*New Setting: A couple setting supplements per year, plus the story arc and maybe two or three adventures. Perhaps after a few years, create a new setting, with continued but lessened ongoing support for the prior setting (assuming it is well received).
*Dungeon: Bring back Dungeon, with adventures in a variety of settings. New adventures could be published twice a month or so, with a PODable PDF quarterly.
*Surprise!: Every so often, even once a year, a surprise product - maybe a sandbox setting in box set form.
The various products can be linked together, even combined. For instance, an Underdark product could actually be a box set that includes a sandbox setting with countless adventure ideas, a monster booklet, and a story arc all in one. Oh yeah, plus maps. This could be a "mega-event" - a $60-70 box set released at GenCon, and of coursed tied into whatever video game they have going on. Better yet, there could be a big budget television series about an adventuring party for which each season focuses on the "theme of the year." But I'm getting way ahead of myself...
Anyhow, looking at the above, that's maybe 8-10 products a year, plus the Dungeon PDFs, so hardly gluttony.