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WotC will do what you say for 5 years. What are your instructions?
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<blockquote data-quote="TreChriron" data-source="post: 7806632" data-attributes="member: 5046"><p>1) Create a Core D&D with a little more crunch ala HERO. Medium crunch, not as number heavy. This would be the foundation.</p><p>1a) Publish the SRD of the Core online and free basic no-frills PDF so designers can make new things for D&D that are easily measured against one another. This should be the basis of DM's Guild rules offerings.</p><p>2) Build out all the spells, abilities (class, race), powers and feats with this system.</p><p>2a) Start with publishing Basic D&D, with the basic modules for fast easy play. Boxed set of course.</p><p>3) Create the core set of D&D. Show optional modules (like feats) and how to incorporate them. These would be the "common" modules the average D&D group wants/needs.</p><p>4) Create Advanced D&D, a set of books that adds a delicious menu of options for Players and GMs (and Monsters). This is where you stretch the Core game out to do all kinds of things people like to houserule in. More tactical combat, mana point system, custom classes, custom races, etc.</p><p>5) Focus on settings and the cool adventure hardbacks (as they are currently doing. This is a brilliant approach).</p><p></p><p>There will be multiple teams. One focused on Core and rules, and one or two teams focused on supplements.</p><p></p><p>Year 1 would be quietly laying the foundation for the Core system. Year 2, Q1 would be Basic and core D&D, Q3 Advanced D&D. Year 3 would see the release of the Genre Guides (GG!), so you can run 6e in any genre or mix genres at your pleasure. These would be added to the SRD and based on Core. Year 4 and 5 would be based on customer feedback. More options books? More adventures? More campaigns? More monsters? New settings?</p><p></p><p>Throughout this plan there would be regular releases of settings, campaigns, adventure anthologies, monster manuals (foes, villains, NPCs) and other guides based on customer feedback.</p></blockquote><p></p>
[QUOTE="TreChriron, post: 7806632, member: 5046"] 1) Create a Core D&D with a little more crunch ala HERO. Medium crunch, not as number heavy. This would be the foundation. 1a) Publish the SRD of the Core online and free basic no-frills PDF so designers can make new things for D&D that are easily measured against one another. This should be the basis of DM's Guild rules offerings. 2) Build out all the spells, abilities (class, race), powers and feats with this system. 2a) Start with publishing Basic D&D, with the basic modules for fast easy play. Boxed set of course. 3) Create the core set of D&D. Show optional modules (like feats) and how to incorporate them. These would be the "common" modules the average D&D group wants/needs. 4) Create Advanced D&D, a set of books that adds a delicious menu of options for Players and GMs (and Monsters). This is where you stretch the Core game out to do all kinds of things people like to houserule in. More tactical combat, mana point system, custom classes, custom races, etc. 5) Focus on settings and the cool adventure hardbacks (as they are currently doing. This is a brilliant approach). There will be multiple teams. One focused on Core and rules, and one or two teams focused on supplements. Year 1 would be quietly laying the foundation for the Core system. Year 2, Q1 would be Basic and core D&D, Q3 Advanced D&D. Year 3 would see the release of the Genre Guides (GG!), so you can run 6e in any genre or mix genres at your pleasure. These would be added to the SRD and based on Core. Year 4 and 5 would be based on customer feedback. More options books? More adventures? More campaigns? More monsters? New settings? Throughout this plan there would be regular releases of settings, campaigns, adventure anthologies, monster manuals (foes, villains, NPCs) and other guides based on customer feedback. [/QUOTE]
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WotC will do what you say for 5 years. What are your instructions?
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