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Titansgrave and why 5E needs a setting (or two) (and another take on a suggested product lineup)
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<blockquote data-quote="tyrlaan" data-source="post: 6645039" data-attributes="member: 20998"><p>To the original topic, personally I don't need setting material. I make my own setting. If I wanted to build and run a game in 5e, I'd want more game rules to lean on though (things like missing cleric domains, psionics, and so on come to mind)... OR an OGL so someone else could do this in lieu of WotC.</p><p></p><p>On Titansgrave, I can't decide how I feel about it yet. Like others mentioned, the setting and the sessions thus far seem to be at odds thematically. Now, this could be because there are some dark sessions ahead so Wil wanted to start with something nice and light to balance it a bit.</p><p></p><p>I can understand the complaints about what isn't being shown from a rules perspective, but that's because I'm a gamer. If the intent of this show is to try to get more people to play RPGs, I don't see any reason to bog the episodes down with game mechanics. Ultimately (to me at least) the heard of a good game is the interaction between everyone at the game table, not the dice being rolled, so I'm glad that's the focus of the show even if that makes it a little less interesting to me.</p><p></p><p></p><p>What does your first sentence mean to you? </p><p>What is "time to grow" and how is Wizards cultivating it? </p><p>How does the game find a "strong player base" and what is a strong player base for the game in the first place?</p><p>How is Wizards developing the brand "better than before"?</p><p></p><p>I ask because I've seen a lot of anecdotal statements on forums, assorted quotes from WotC/Hasbro staff, and yet I don't feel I really understand what any of that first sentence means.</p><p></p><p>Also, I'd say the continued sales of 5e tells us that it is a success, but I don't follow how that lets us draw the conclusion that people want to play D&D and not read D&D.</p></blockquote><p></p>
[QUOTE="tyrlaan, post: 6645039, member: 20998"] To the original topic, personally I don't need setting material. I make my own setting. If I wanted to build and run a game in 5e, I'd want more game rules to lean on though (things like missing cleric domains, psionics, and so on come to mind)... OR an OGL so someone else could do this in lieu of WotC. On Titansgrave, I can't decide how I feel about it yet. Like others mentioned, the setting and the sessions thus far seem to be at odds thematically. Now, this could be because there are some dark sessions ahead so Wil wanted to start with something nice and light to balance it a bit. I can understand the complaints about what isn't being shown from a rules perspective, but that's because I'm a gamer. If the intent of this show is to try to get more people to play RPGs, I don't see any reason to bog the episodes down with game mechanics. Ultimately (to me at least) the heard of a good game is the interaction between everyone at the game table, not the dice being rolled, so I'm glad that's the focus of the show even if that makes it a little less interesting to me. What does your first sentence mean to you? What is "time to grow" and how is Wizards cultivating it? How does the game find a "strong player base" and what is a strong player base for the game in the first place? How is Wizards developing the brand "better than before"? I ask because I've seen a lot of anecdotal statements on forums, assorted quotes from WotC/Hasbro staff, and yet I don't feel I really understand what any of that first sentence means. Also, I'd say the continued sales of 5e tells us that it is a success, but I don't follow how that lets us draw the conclusion that people want to play D&D and not read D&D. [/QUOTE]
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