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*Dungeons & Dragons
Tyranny of Dragons: The New Edition?
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<blockquote data-quote="I'm A Banana" data-source="post: 6286159" data-attributes="member: 2067"><p>I don't imagine D&D is in much of a position to be able to go that route, just speaking practically. Tyranny of Dragons is the marketing hotness, but it cannot define D&D (any more than the Greyhawk Wars or Driz'zt or the Prism Pentad or the Dragonlance Saga is definitive of D&D). The game is too big to be entirely shoved into one plotline and also meet the needs of its huge, diverse audience. No matter how vast and sweeping and dramatic and awesome that plotline is, it cannot be all things to all D&D players. There will be a vast sea of "meh" in reaction to it. Unless they want all those people to just not buy D&D because this particular plotline doesn't interest them, this wouldn't be a wise course.</p><p></p><p>That said, I think it's an interesting approach, and part of me is fond of the idea of centering the mechanical direction of the game around the story that the game is telling "this season." It owns its specificity, which is always something I like to see. <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>What might be a good if you were interested in both here is to build 5e as a platform first, with initial rules that show folks how to do different things with that platform. And then use the stories to drive the splatbooks. Have a "season" where the adventure chain is about the return of Kalak to Tyr in Dark Sun, and use that season to publish the Dark Sun setting and options for low-magic campaigns and psionics and whatnot. Next "season," we're in Dragonlance and there's kender and tinker gnomes and a DM-focused book for running highly narrative, save-the-world style games. The season after that, we're in Ravenloft and there's firearms rules and Van Richten gets to write an MM, and gothic horror becomes the thing.</p><p></p><p>That could work <strong>really well</strong>, and I'd be quite fond of such an experience. The only issue would be a lesser version of the same issue as making ToD <strong>the game</strong>: people who didn't like Dragonlance at all just wouldn't buy anything for...quite some time....</p><p></p><p>You can mitigate that with various means (subscription services, Dragon/Dungeon magazine, some general options splats), of course, but this kind of weakens the central experience. So there's a trade-off. </p><p></p><p>But it's a cool idea.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6286159, member: 2067"] I don't imagine D&D is in much of a position to be able to go that route, just speaking practically. Tyranny of Dragons is the marketing hotness, but it cannot define D&D (any more than the Greyhawk Wars or Driz'zt or the Prism Pentad or the Dragonlance Saga is definitive of D&D). The game is too big to be entirely shoved into one plotline and also meet the needs of its huge, diverse audience. No matter how vast and sweeping and dramatic and awesome that plotline is, it cannot be all things to all D&D players. There will be a vast sea of "meh" in reaction to it. Unless they want all those people to just not buy D&D because this particular plotline doesn't interest them, this wouldn't be a wise course. That said, I think it's an interesting approach, and part of me is fond of the idea of centering the mechanical direction of the game around the story that the game is telling "this season." It owns its specificity, which is always something I like to see. :) What might be a good if you were interested in both here is to build 5e as a platform first, with initial rules that show folks how to do different things with that platform. And then use the stories to drive the splatbooks. Have a "season" where the adventure chain is about the return of Kalak to Tyr in Dark Sun, and use that season to publish the Dark Sun setting and options for low-magic campaigns and psionics and whatnot. Next "season," we're in Dragonlance and there's kender and tinker gnomes and a DM-focused book for running highly narrative, save-the-world style games. The season after that, we're in Ravenloft and there's firearms rules and Van Richten gets to write an MM, and gothic horror becomes the thing. That could work [B]really well[/B], and I'd be quite fond of such an experience. The only issue would be a lesser version of the same issue as making ToD [B]the game[/B]: people who didn't like Dragonlance at all just wouldn't buy anything for...quite some time.... You can mitigate that with various means (subscription services, Dragon/Dungeon magazine, some general options splats), of course, but this kind of weakens the central experience. So there's a trade-off. But it's a cool idea. [/QUOTE]
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