GamerMan12 said:
The most popular choice is mass combat?
I am surprised.
Believe it or not, I'm not, and here's my reason.
Despite the fact that about a half-dozen companies have produced d20 mass-combat guidelines or rules, with at least one more on the way (Malhavoc's
Cry Havoc), The fact is that D&D has not had an official mass combat system since about 1985 or so (Battlesystem). Mass battles are a major component of most fantasy worlds, particularly D&D - think about it: Tolkien had depictions of massive combats, Dragonlance was originally based on the War of the Lance, One of the most popular Forgotten Realms movel series had the War of Mithril Hall against the Drow, and Dark Sun even had a Module devoted to mass battle (The Road to Urik, I believe, where the gladiator Rikus took an army against another city-state.)
So it is a major fantasy component that people like to play out, but many DM's have the "WotC" blinders on: They won't use it unless it's from WotC, and if WotC doesn't even have an option in that category, most D&D gamers will not either see it, or know that it exists.
Also, there is the issue that WotC tends to be a little more conservative with their rules sets than many d20 Publishers, who are usually a little more cutting edge. Many gamers like having a base line to compare other d20 product to, and in the case of d20 Mass combat, there is no base line.
rounser said:
So, either we're all atypical DMs, or WotC doesn't know DMs as well as it thinks it does...
I think it's more like, "We're all atypical DM's." Of the 10,000 potential people that frequent this board, we are a sliver of the quarter-million or more who play D&D monthly. So while we as a community are significant, I just don't believe that most DM's put as much attention into their hobby as we do.
Most people who DM are average Joes and Josephines, who between doing their schoolwork, taking care of business, and supportint their kids, take a few hours biweekly or monthly, take out a module or a Dungeon Magazine, and throw their players against the giants or against threat #317, they fight, they talk, they have fun a few hours, and then go home. They are not as insane as I am, combing the 'net for web sites, knowing what products are coming out six months in advance, and looking for tips on how to spice up next week's adventure.
So, the funny part is, most of the TSR ideas of the 1980's and early 1990's are great to recycle for most gaming groups to use. They try to strike a balance of "flavor and crunch," but flavor matters more to those who are more involved in the hobby.
That's my two cents.