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General Tabletop Discussion
*Dungeons & Dragons
What will 5E's "signature line" be?
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<blockquote data-quote="Mercurius" data-source="post: 6378774" data-attributes="member: 59082"><p>This thread is inspired from the Ryan Dancey interview in which he was discussing the success of Paizo and how the adventure paths have fueled it. It made me think that what really distinguishes Pathfinder are the adventure paths - which I'd call their "signature line." The rules, the splat books, the setting material - all of that is shared by other games, other editions of D&D. But the adventure paths really stand out as the signature line of Pathfinder; sure, there have been some in other editions and games - but not to the extent of Pathfinder, and not as successfully.</p><p></p><p>This got me thinking: What will be 5E's "signature line?" What will bring it to life? What will characterize it and lead it forward?</p><p></p><p>In AD&D it was the adventures - I mean, <em>modules. </em>The great and classic one-offs, from <em>Tomb of Horrors </em>to <em>Vault of the Drow, </em>etc etc. These modules really brought the game to life.</p><p></p><p>In 2E it was the settings - from exotic to traditional, old and new, from Dark Sun to Planescape to the Forgotten Realms. 2E was the edition in which the D&D worlds really shone brightly.</p><p></p><p>In 3E it was the options as exemplified by the countless hardcovers, from setting to splat to theme books. 3E, like 2E, had some of everything - but the wealth of options and themes to choose from really stood out.</p><p></p><p>In 4E it was...hard to say. Nothing stands out as the defining, signature line. Perhaps D&D Insider, in particular the Character Builder? </p><p></p><p>In 5E it will be...what do you think? How will 5E define itself? What will its signature line be?</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6378774, member: 59082"] This thread is inspired from the Ryan Dancey interview in which he was discussing the success of Paizo and how the adventure paths have fueled it. It made me think that what really distinguishes Pathfinder are the adventure paths - which I'd call their "signature line." The rules, the splat books, the setting material - all of that is shared by other games, other editions of D&D. But the adventure paths really stand out as the signature line of Pathfinder; sure, there have been some in other editions and games - but not to the extent of Pathfinder, and not as successfully. This got me thinking: What will be 5E's "signature line?" What will bring it to life? What will characterize it and lead it forward? In AD&D it was the adventures - I mean, [I]modules. [/I]The great and classic one-offs, from [I]Tomb of Horrors [/I]to [I]Vault of the Drow, [/I]etc etc. These modules really brought the game to life. In 2E it was the settings - from exotic to traditional, old and new, from Dark Sun to Planescape to the Forgotten Realms. 2E was the edition in which the D&D worlds really shone brightly. In 3E it was the options as exemplified by the countless hardcovers, from setting to splat to theme books. 3E, like 2E, had some of everything - but the wealth of options and themes to choose from really stood out. In 4E it was...hard to say. Nothing stands out as the defining, signature line. Perhaps D&D Insider, in particular the Character Builder? In 5E it will be...what do you think? How will 5E define itself? What will its signature line be? [/QUOTE]
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