L
lowkey13
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*Deleted by user*
So, I'm going to quibble with this a little.
Let us assume that WoTC is owned by Hasbro.
Let us further assume that Hasbro likes making money.
Let us further assume that a great way to make money is to monetize IP.
Let us further assume that one of the great ways to make money right now, when monetizing IP, is to create "shared cinematic universes." So much so that we have the Marvel Cinematic Universe (and TV shows), the DC Universe (and Arrowverse), the Universal Horror Universe (Tom Cruise is THE MUMMY ... or, in the Mummy, or something), and even the Hasbro Cinematic Universe (really ...).
If these assumptions are true, then it would follow that TTRPGs are just a pleasant side business for Hasbro. The real money would be in making some money off of the IP. Keep the TRUE FANS(tm) engaged and happy so they can evangelize a later property, but otherwise ... whatever.
So, if you take these assumptions as true, then it necessarily follows that you need a shared universe that is IP ready for the future. Some of them are too specific (Dark Sun, Eberron). Some of them are too weird to launch (Planescape, Spelljammer).
You need a generic fantasy campaign. Which pretty much leaves the two major ones - GH and FR.
With FR, you already have a base of familiarity due to the computer games and numerous novels. For better or worse, it is the better IP to develop- because there's already so much cruft out there.
In short, it's entirely a business decision. Unfortunately, TTRPGs are just a rounding error for Hasbro at this point. We are the tail, not the dog.
Because they only work when you cut out a very small part of it and ignore the rest. But when you look at the big picture it does not make sense at all ...
As I suspected--expectations. Both of those considerations carry exactly zero weight with me and my group. And we've definitely never felt "small and unimportant."If the world is so large that none of that other stuff has any impact on the campaign at all, then the PCs feel small and unimportant. By the time I hit level 20 in a game, I expect to have seen just about everything worth seeing in the world.
That would never even occur to my group. For me, it's like complaining that Godzilla always attacks Tokyo. The story is where the characters are.If I can save the entire world without ever leaving my home region, then presumably someone in the next region can also save the entire world without anyone over here finding out about it.
And that's THW difference between us and to a large degree between those two fanbases at large: I want official answers, not my own answers from my campaign.What you describe as Eberron's "dead" setting is what makes it feel alive to me: there is so much tension in that moment in the timeline that one could have a decade-long campaign or hundreds of smaller campaigns and still not explore all the issues at play in Khorvaire or Eberron at this moment.
At release they actually said to never advance at all. Way before 4e was even thought of.The timeline has only advanced by a year so far, and that is in no small part because of (1) Eberron's still relative newness as a setting at the time 4E came out, and (2) the tremendous pushback following the advancement of Forgotten Realms's metaplot in 4E.
I disagree that the problem is "metaplot". I think the issue is "too much metaplot".
When you have adventures and novels and organised play games and comics and video games that are all effectively canon and fighting to define what actually happened to certain people or gods or places then that's an issue. At that point, the problem isn't that events occurred and the world progressed, it's that too much was happening and it was impossible to keep track.
It's the quantity and quality of the metaplot and the world events.
With two APs a year, they could slowly change and tweak things in the Realms. Especially since if Good wins in half of them, nothing in the world is altered. Just Tyranny of Dragons, Rage of Demons, and Storm King's Thunder have any noticeable impact. And the effects of the last one will likely be "fixed" after a year or two in-world.
The lore and metaplot is going slow enough that you can keep up.
The metaplot means it's a living, growing, changing world. Which can make it feel more "real" as history is unfolding.
I absolutely think that WotC/Hasbro should monetize the crap outta the Realms. I'd just prefer that they actually branded it as "Forgotten Realms". D&D is a medium. The Realms are an IP with story, etc.With FR, you already have a base of familiarity due to the computer games and numerous novels. For better or worse, it is the better IP to develop- because there's already so much cruft out there.
In short, it's entirely a business decision. Unfortunately, TTRPGs are just a rounding error for Hasbro at this point. We are the tail, not the dog.