D&D 5E (2024) WotC Should Make 5.5E Specific Setting

You aren't the first to mention Radiant Citadel.

I don't own the book, so much of this is based on impressions. But as I understand it, that is not "a setting" in the Forgotten Realm or Eberron sense of a setting. it is a city, or nexus point, or soemthing, and within it are a bunch of very lightly sketched out other settings (Prime worlds, i think). Is that accurate?

And in either case I would ask -- what is 5e-y about Radiant Citadel? What 5E systems and assumptions does it lean into that makes it a 5E setting, other than having been produced at that time?
Technically, it is 16 Settings: 15.mini-Gazateers for Prime realms (some might be on the same planet) and one hub city in the Deep Etheral. There is quite a bit of Setting material between these Settings, and much of it has kept popping up (the Copper Dragon module in Dtagon Delves takes place in the pseudo-18th century African-American Southeast diaspora Setting, Godsbreath, created by the module author for Radiant Citadel). And beyond having a lot of Setting material...it is sharply new.
 

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Is there, though? Baker hasn't seemed to feel that way.
Saying "there is friction" is not to say that it is impossible.

Look, my whole thesis is that a setting is BETTER when designed foe a specific game (or edition, in this case). An example of that is Eberron -- a brilliant, well designed setting that took the game it was designed for as the foundation of its mechanical underpinning.

5.5E is different enough from previous editions, including vanilla 5E, that it deserves a setting made for it, per @Minigiant above.
 


Yes, the MtG Settings have been wildly creative. Guildmasters Guide to Ravnica cemented James Wyatt as one of the most important designers in D&D history.
But they aren't new.

ETA: specifically, they aren't designed with 5E as a root; the root is MtG. They are being shoeshorned into 5E no less than other older settings.
 

Saying "there is friction" is not to say that it is impossible.

Look, my whole thesis is that a setting is BETTER when designed foe a specific game (or edition, in this case). An example of that is Eberron -- a brilliant, well designed setting that took the game it was designed for as the foundation of its mechanical underpinning.

5.5E is different enough from previous editions, including vanilla 5E, that it deserves a setting made for it, per @Minigiant above.
How is it different in a way that would impact a Setting...?

Other than Eberron, I seriously cannot think of anylother example of mechanics-to-Setting design.
 

But they aren't new.

ETA: specifically, they aren't designed with 5E as a root; the root is MtG. They are being shoeshorned into 5E no less than other older settings.
this would also mean Forgotten Realms wasn't new from TSR, nor was Greyhawk, in fact few official settings were directly new to the game without having a history prior to D&D
 

You aren't the first to mention Radiant Citadel.

I don't own the book, so much of this is based on impressions. But as I understand it, that is not "a setting" in the Forgotten Realm or Eberron sense of a setting. it is a city, or nexus point, or soemthing, and within it are a bunch of very lightly sketched out other settings (Prime worlds, i think). Is that accurate?
I don’t have the book either, but I have the same understanding. It’s not a setting, but a location, with only about 12 pages dedicated specifically to detailing it. The reason I mentioned it was not as a setting itself, but as an example one of the handful of unique setting elements 5e has introduced to its multiverse setting.
And in either case I would ask -- what is 5e-y about Radiant Citadel? What 5E systems and assumptions does it lean into that makes it a 5E setting, other than having been produced at that time?
My understanding is that the location is cosmopolitan in the extreme. It features peoples of extremely varied origins and species living together in a highly liminal extraplanar space, a la Sigil. But, in contrast to Sigil, it’s characterized as highly egalitarian and peaceful. The diversity is presented as a strength rather than a source of conflict, and the Radiant Citadel provides its citizens with universal basic income and free access to (magical) healthcare for all.

The eclecticness of species is not necessarily unique to 5e, but it is certainly something 5e in general is known for, particularly post-Tasha’s. And the egalitarianism really has nothing to do with 5e’s mechanics, but is certainly reflective of the audience that is being targeted, especially when contrasted with Sigil, which shares the Citadel’s diversity but not the progressivism. Note, I say all of this as an observation, not a critique. From what I have heard of it, it sounds like a pretty cool hub space for planar adventurers that would be neat to see expanded on.
 

How is it different in a way that would impact a Setting...?

Other than Eberron, I seriously cannot think of anylother example of mechanics-to-Setting design.
::looks at spelljammer:: ::looks at Parmandur:: ::looks at spelljammer::

If there was a "if it is in D&D, it is in this setting" setting before Eberron, it was definitely Spelljammer.
 


::looks at spelljammer:: ::looks at Parmandur:: ::looks at spelljammer::

If there was a "if it is in D&D, it is in this setting" setting before Eberron, it was definitely Spelljammer.
Yes, but that was designed Setting first, and under the influence of alcohol in a bar to boot. The mechanics were built around the Heavy Metal album cover vibes.
 

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