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WotC's Nathan Stewart: "Story, Story, Story"; and IS D&D a Tabletop Game?
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<blockquote data-quote="halfling rogue" data-source="post: 7667828" data-attributes="member: 6779182"><p>Personally, I could care less about the setting they fix themselves to for the long haul. For me and any group I've played with, we've never delved too deep into the intricacies of a setting as a whole. Our stories center around our characters rather than where our characters play. I do see why some folks cringe though.</p><p></p><p>What I'd like to see more than anything is some shorter (and cheaper) adventures. Some one-shots or maybe just a small little sandbox centered around a town/wilderness/dungeon. I imagine they could come up with a few nifty 'side' adventures that could be released alongside (or before/after) one of their big AP storylines. I think it would be great if they decided a couple big adventures per year as tentpoles, but maybe alongside those release, say, 4-6 shorter adventures per year (heck, call em modules), that perhaps could tie in thematically, and sell them in a softcover format, like the cardboard of days of yore, or the magazine format like Lost Mine. To be honest, unless some story just kicks the door down and explodes with awesomeness, I'm not buying it for $50. Some of us don't have the ability to sustain a long campaign, but I think many (if not all) gamers could benefit from a zany one-shot or a short module. I would buy the heck out of them. It would at least give another option for folks and far from compromising your overall goal of major arching storylines, it actually supports it. If story story story is the motivation then more stories seems like a good thing.</p><p></p><p>Also in this way you can free yourself up (as the publisher) to have a bit of fun and variety. You can take one short module and give it a pulpy vibe, take another and do a detective type mystery, another could be horror, another could be high cinematic adventure, etc. And all of that can be plugged in with your story theme de jour. I really don't see a drawback to a handful of cheaply produced adventures per year, especially ones that thematically connect to the overarching story. Can you see any drawback to it?</p><p></p><p>EDIT: upon a quick reflection, it does seem like they are doing 'mini' stories via Adventure League. But I'm not talking about that. I'm talking about books on store shelves and for purchase.</p></blockquote><p></p>
[QUOTE="halfling rogue, post: 7667828, member: 6779182"] Personally, I could care less about the setting they fix themselves to for the long haul. For me and any group I've played with, we've never delved too deep into the intricacies of a setting as a whole. Our stories center around our characters rather than where our characters play. I do see why some folks cringe though. What I'd like to see more than anything is some shorter (and cheaper) adventures. Some one-shots or maybe just a small little sandbox centered around a town/wilderness/dungeon. I imagine they could come up with a few nifty 'side' adventures that could be released alongside (or before/after) one of their big AP storylines. I think it would be great if they decided a couple big adventures per year as tentpoles, but maybe alongside those release, say, 4-6 shorter adventures per year (heck, call em modules), that perhaps could tie in thematically, and sell them in a softcover format, like the cardboard of days of yore, or the magazine format like Lost Mine. To be honest, unless some story just kicks the door down and explodes with awesomeness, I'm not buying it for $50. Some of us don't have the ability to sustain a long campaign, but I think many (if not all) gamers could benefit from a zany one-shot or a short module. I would buy the heck out of them. It would at least give another option for folks and far from compromising your overall goal of major arching storylines, it actually supports it. If story story story is the motivation then more stories seems like a good thing. Also in this way you can free yourself up (as the publisher) to have a bit of fun and variety. You can take one short module and give it a pulpy vibe, take another and do a detective type mystery, another could be horror, another could be high cinematic adventure, etc. And all of that can be plugged in with your story theme de jour. I really don't see a drawback to a handful of cheaply produced adventures per year, especially ones that thematically connect to the overarching story. Can you see any drawback to it? EDIT: upon a quick reflection, it does seem like they are doing 'mini' stories via Adventure League. But I'm not talking about that. I'm talking about books on store shelves and for purchase. [/QUOTE]
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WotC's Nathan Stewart: "Story, Story, Story"; and IS D&D a Tabletop Game?
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