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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Argyle King" data-source="post: 6012051" data-attributes="member: 58416"><p>True, but 5E isn't attempting to be modular in the same sense that Hero System, GURPS, and similar games are. It is attempting to be modular within the genres and styles which comprise the D&D experience. I'll once again say that is why I pointed to the GURPS Dungeon Fantasy line. The idea behind that line is to boil down a modular system into the components needed to run a game containing many of the familiar dungeon crawling tropes -many of those tropes being ones which D&D had a hand in inventing. Yet, that product still manages to be modular; even the way it is sold is modular. </p><p></p><p>5E has the task of being modular while still being D&D. My understanding of that design goal is that it would mean -as I said- giving me the ability to have a game which can stretch to acomodate the handful of styles which D&D has embodied over the lifestyle of the game while. Part of doing that is having a solid kernel inside around which to build the core D&D identity. As such, my belief is that the core should have a solid foundation which is build toward a certain identity, but is still loose enough to allow some stretching.</p><p></p><p>The interesting thing about D&D is that it has different settings. As such, it is possible to have a few distinct cores which are slightly different, but still modular and still able to be mixed & matched. That may even be the best way to introduce some modular elements. Forgotten Realms could be the 'generic' default world in which the base settings of the system are placed. The index and/or sidebars might list some of the most common switches and dials and explain how they might change certain elements of the game and how the setting works. </p><p></p><p>Other settings could be used as the vehicles for the other options. For a quick and arbitrary example, Dark Sun might be used to introduce grim and gritty options and Birthright could be used to introduce mass combat with sidebars that discus how those options can be fit into other settings. The sidebars would be similar to how 3rd Edition's MM3 had sidebars to give some of the new creatures a place in settings which did not yet have one for them. I feel those sidebars and discussions were well done.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6012051, member: 58416"] True, but 5E isn't attempting to be modular in the same sense that Hero System, GURPS, and similar games are. It is attempting to be modular within the genres and styles which comprise the D&D experience. I'll once again say that is why I pointed to the GURPS Dungeon Fantasy line. The idea behind that line is to boil down a modular system into the components needed to run a game containing many of the familiar dungeon crawling tropes -many of those tropes being ones which D&D had a hand in inventing. Yet, that product still manages to be modular; even the way it is sold is modular. 5E has the task of being modular while still being D&D. My understanding of that design goal is that it would mean -as I said- giving me the ability to have a game which can stretch to acomodate the handful of styles which D&D has embodied over the lifestyle of the game while. Part of doing that is having a solid kernel inside around which to build the core D&D identity. As such, my belief is that the core should have a solid foundation which is build toward a certain identity, but is still loose enough to allow some stretching. The interesting thing about D&D is that it has different settings. As such, it is possible to have a few distinct cores which are slightly different, but still modular and still able to be mixed & matched. That may even be the best way to introduce some modular elements. Forgotten Realms could be the 'generic' default world in which the base settings of the system are placed. The index and/or sidebars might list some of the most common switches and dials and explain how they might change certain elements of the game and how the setting works. Other settings could be used as the vehicles for the other options. For a quick and arbitrary example, Dark Sun might be used to introduce grim and gritty options and Birthright could be used to introduce mass combat with sidebars that discus how those options can be fit into other settings. The sidebars would be similar to how 3rd Edition's MM3 had sidebars to give some of the new creatures a place in settings which did not yet have one for them. I feel those sidebars and discussions were well done. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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