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What is THE NEXT BIG THING?
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<blockquote data-quote="delericho" data-source="post: 3278903" data-attributes="member: 22424"><p>I think in some ways we've already seen the 'next big thing' that's saved D&D for another decade, in the form of the D&D Miniatures. My guess is that as long as Wizards continues to make enough money to saisfy Hasbro, the non-interference will continue, and the game will proceed apace. Which is quite nice.</p><p></p><p>As far as D&D moving forward, I can see one or three things happening:</p><p></p><p>1) Move towards the mainstream. Create a version of the game (or at least <em>a</em> game) that can be played similarly to a traditional boardgame - vastly simplified rules, a de-emphasis of campaign play, and shortened game times (4 hours max... probably closer to 1 hour for greatest effect). This would mean an end to the supplement treadmill, though, so probably won't become <em>the</em> model for RPGs, but might continue to be a useful gateway.</p><p></p><p>Note that in some ways DDM covers this ground already, but they might try to merge or expand that game with some light role-playing aspects to try to cross-market.</p><p></p><p>2) A move towards an always-available electronic community so that you can find a game anywhere at any time, coupled with some really powerful software to run games across the net. This won't ever compete with WoW, and nor should it. It won't even really tap into the WoW player base either. What it will do, though, is allow people who are finding it hard to get a group together to continue playing. As the D&D fanbase ages, and the pressures of life lead to an inevitable attrition, this might become more and more important.</p><p></p><p>3) A possible shift away from DMs creating their own adventures, NPCs and monsters, and towards using what we're given. This has already started somewhat, but it remains to be seen how far Wizards take it.</p><p></p><p>---</p><p></p><p>On reflection, one product I would like to see from Wizards would be a big boxed set of no-prep adventures - adventures that can be run by the DM without having pre-read them. The box should contain about 20 such adventures, plus pre-printed terrain cards for the various dungeon rooms set out in the adventures. There should also be a booklet (set of sheets) with plenty of pre-gen characters suitable for use with the adventures.</p><p></p><p>The adventures should be short enough to play through in a single evening. Additionally, there is no need for character advancement rules in the box.</p><p></p><p>The idea here is that it is a product for use on those occasions when part of the group has cancelled, and you still want to game, or you want to introduce new players to the game in the best manner possible - by running them through an adventure.</p></blockquote><p></p>
[QUOTE="delericho, post: 3278903, member: 22424"] I think in some ways we've already seen the 'next big thing' that's saved D&D for another decade, in the form of the D&D Miniatures. My guess is that as long as Wizards continues to make enough money to saisfy Hasbro, the non-interference will continue, and the game will proceed apace. Which is quite nice. As far as D&D moving forward, I can see one or three things happening: 1) Move towards the mainstream. Create a version of the game (or at least [I]a[/I] game) that can be played similarly to a traditional boardgame - vastly simplified rules, a de-emphasis of campaign play, and shortened game times (4 hours max... probably closer to 1 hour for greatest effect). This would mean an end to the supplement treadmill, though, so probably won't become [I]the[/I] model for RPGs, but might continue to be a useful gateway. Note that in some ways DDM covers this ground already, but they might try to merge or expand that game with some light role-playing aspects to try to cross-market. 2) A move towards an always-available electronic community so that you can find a game anywhere at any time, coupled with some really powerful software to run games across the net. This won't ever compete with WoW, and nor should it. It won't even really tap into the WoW player base either. What it will do, though, is allow people who are finding it hard to get a group together to continue playing. As the D&D fanbase ages, and the pressures of life lead to an inevitable attrition, this might become more and more important. 3) A possible shift away from DMs creating their own adventures, NPCs and monsters, and towards using what we're given. This has already started somewhat, but it remains to be seen how far Wizards take it. --- On reflection, one product I would like to see from Wizards would be a big boxed set of no-prep adventures - adventures that can be run by the DM without having pre-read them. The box should contain about 20 such adventures, plus pre-printed terrain cards for the various dungeon rooms set out in the adventures. There should also be a booklet (set of sheets) with plenty of pre-gen characters suitable for use with the adventures. The adventures should be short enough to play through in a single evening. Additionally, there is no need for character advancement rules in the box. The idea here is that it is a product for use on those occasions when part of the group has cancelled, and you still want to game, or you want to introduce new players to the game in the best manner possible - by running them through an adventure. [/QUOTE]
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