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WotC Has Owned D&D Longer Than TSR Did
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<blockquote data-quote="LuisCarlos17f" data-source="post: 8229105" data-attributes="member: 6802378"><p>The crunch is like the videogames, getting old fastly, while the fluff are like the comics or novels, keeping the selling decades after. D&D 3rd was mainly crunch, with lots of spells, magic item, new PC races, prestige classes, feats... and I remember World of Darkness had got a fabulous fluff, but after reading once or twice, not any more. And today in the internet age you haven't to spend money for the fluff when you can read freely fandom wikis, or webcomics. </p><p></p><p>I guess Hasbro strategy is to create the ultimate crunch, and after the fluff for multimedia franchise. And this can alter the lore or background. For example let's imagine Hasbro hires eOne scripters for a action-live adaptation of Ravenloft. The idea is a movie about a group of innocent children abduted by the dark powers and sent to Odiare, the dark domain of Maligno the carrionete. The main characters survive and come back, but not the "older brother", a bully who wanted to be member of the mafia as his uncle. Maligno uses a experimental ritual with him and this become a doll half-golem. This idea later may become canon in the game. Do you understand? The fluff has to allow enough space to add later new crunch, and the fluff can be designed by novel writters and eOne scripters, not by the Wizards game designers.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 8229105, member: 6802378"] The crunch is like the videogames, getting old fastly, while the fluff are like the comics or novels, keeping the selling decades after. D&D 3rd was mainly crunch, with lots of spells, magic item, new PC races, prestige classes, feats... and I remember World of Darkness had got a fabulous fluff, but after reading once or twice, not any more. And today in the internet age you haven't to spend money for the fluff when you can read freely fandom wikis, or webcomics. I guess Hasbro strategy is to create the ultimate crunch, and after the fluff for multimedia franchise. And this can alter the lore or background. For example let's imagine Hasbro hires eOne scripters for a action-live adaptation of Ravenloft. The idea is a movie about a group of innocent children abduted by the dark powers and sent to Odiare, the dark domain of Maligno the carrionete. The main characters survive and come back, but not the "older brother", a bully who wanted to be member of the mafia as his uncle. Maligno uses a experimental ritual with him and this become a doll half-golem. This idea later may become canon in the game. Do you understand? The fluff has to allow enough space to add later new crunch, and the fluff can be designed by novel writters and eOne scripters, not by the Wizards game designers. [/QUOTE]
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