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General Tabletop Discussion
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What type of product would you most like to see from Wizards of the Coast?
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<blockquote data-quote="howandwhy99" data-source="post: 891899" data-attributes="member: 3192"><p>Something that explains how to run more problem-solving based games would be nice. </p><p></p><p>Maybe something that allows D&D to be a learning tool for kids and adults. It could focus on History, Math, Acting, Storytelling, Literature, Political Science, etc.</p><p></p><p>Another DM's manual explaining varying answers to metagame issues, how to develop DM skills, etc. </p><p></p><p>Maybe a step-by-step guide from the Big Boys explaining their own personal methods for running and/or playing in a game. </p><p></p><p>A list of various gaming styles and story genres would be useful.</p><p></p><p>A thorough explanation of both DD3's gaming philosophy and a complete game mechanics unraveling would be nice in understanding what style game the system is built to play. (step-by-step)</p><p></p><p>Maybe an adventure builder tool describing the pitfalls of balancing encounter difficulty. </p><p></p><p>I can hope that the variant rules supplement: Unearthed Arcana will present rules for low magic/high magic campaigning; grim gritty and superhero style playstyles, too.</p><p></p><p>Anything that could help cut down on the D20 balancing issues for DM's adding D20 materials.</p><p></p><p>A big book of interesting NPC's, techniques for creating more, and acting methods on how to bring them alive.</p><p></p><p>A generic campaign world with very high level magic full of examples of social and cultural changes from varying spells and magic item effects. (not just masked science a la "The Flintstones")</p><p></p><p>A flushed out example of a "psionics as different than magic" rule system.</p><p></p><p>Bunches and bunches of ideas on how to explain away "in game" mechanics, which have no default explanation. (i.e. SR stops the spell just 'cause...) I've found most DM's are already too overloaded with creating an interesting world w/o having to track down all the mechanical inconsistencies (a form follows function world)</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 891899, member: 3192"] Something that explains how to run more problem-solving based games would be nice. Maybe something that allows D&D to be a learning tool for kids and adults. It could focus on History, Math, Acting, Storytelling, Literature, Political Science, etc. Another DM's manual explaining varying answers to metagame issues, how to develop DM skills, etc. Maybe a step-by-step guide from the Big Boys explaining their own personal methods for running and/or playing in a game. A list of various gaming styles and story genres would be useful. A thorough explanation of both DD3's gaming philosophy and a complete game mechanics unraveling would be nice in understanding what style game the system is built to play. (step-by-step) Maybe an adventure builder tool describing the pitfalls of balancing encounter difficulty. I can hope that the variant rules supplement: Unearthed Arcana will present rules for low magic/high magic campaigning; grim gritty and superhero style playstyles, too. Anything that could help cut down on the D20 balancing issues for DM's adding D20 materials. A big book of interesting NPC's, techniques for creating more, and acting methods on how to bring them alive. A generic campaign world with very high level magic full of examples of social and cultural changes from varying spells and magic item effects. (not just masked science a la "The Flintstones") A flushed out example of a "psionics as different than magic" rule system. Bunches and bunches of ideas on how to explain away "in game" mechanics, which have no default explanation. (i.e. SR stops the spell just 'cause...) I've found most DM's are already too overloaded with creating an interesting world w/o having to track down all the mechanical inconsistencies (a form follows function world) [/QUOTE]
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What type of product would you most like to see from Wizards of the Coast?
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