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5 months ago ::
Dec 26, 2012 - 6:14PM
#1
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- Senior Volunteer Community Lead
- Sesquipedalian
Date Joined:
May 20, 2001
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While the new rules are neat, without a good setting to roleplay in, the rules don't mean as much. All the D&D settings are what make D&D "D&D" rather than a generic fantasy RPG. Everyone has their favorite setting, and part of the problem with having multiple settings is it does split the fan base. I play Planescape, but not Birthright. Someone else plays Dark Sun and FR. Another plays Ravenloft. Those players would expect "Support". As in more material. But, it's difficult to produce material for all the worlds every month. Having said that, one of TSR's strengths was the world building. Many books were light on crunchy rules, saving those for the core books and were very heavy on the fluff. I was reading my Alternity Stardrive book, and was amazed at how much in-game information it contained. No rules, or if there are rules, very, very few. Sure, there are tables, but those are stuff such as distances between all the star systems and so on. Many of my Eberron books are like that, as are my Planescape books. And many of my FR books. I was reading my Alternity Stardrive book..
Notice I said reading. The book was very readable, unlike rule crunchy books which aren't very easily read. One of the long standing complaints I've seen is how a "rulebook" isn't really readable. Of course not, it's a book of rules.
I think back to the old Red Boxed BECMI rule set. (Not the Rules Cyclopedia which admited it wasn't a good way to learn the game- it was just a refrence guide.) The rules were taught, but they were couched in a story. After five pages of story, you're told to roll a saving throw, and read the ending page based on the result. The ending was also a page of story, rather than a breakdown of the rules.
One of my hopes for D&D Next is once the rules on how to play are nailed down, some serious focus on creating story, and settings and different worlds is examined.
Just a few thoughts.
Spoiler:
Show
Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school. AD&D is assuredly an adherent of the latter school. It does not stress any realism (in the author's opinon an absurd effort at best considering the topic!).
It does little to attempt to simulate anything either. (AD&D) is first and foremost a game for the fun and enjoyment of those who seek the use of imagination and creativity....
In all cases, however, the reader should understand that AD&D is designed to be an amusing and diverting pastime, something which an fill a few hours or consume endless days, as the participants desire, but in no case something to be taken too seriously.
For fun, excitement and captivating fantasy, AD&D is unsurpassed.As a realistic simulation of things from the realm of make-believe or even as a reflection of midieval or ancient warfare or culture or society, it can be deemed only a dismal failure. Readers who seek the later must search elsewhere. - Gary Gygax. 1e DMG.
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5 months ago ::
Dec 26, 2012 - 6:26PM
#2
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- VCL Emeritus
- The Inquisitor
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Personal opinion... I've been writing History of D&D blogs for a while now and, while the setting support was amazing, it also created an interesting case of product bloat; a dozen products in a month to support the various D&D settings during the 2nd Edition era. So, while I'd love to see all the old settings make a come back, I think the best way to get back to the story of those worlds is via online articles in Dragon and adventure support in Dungeon. Then just pick a different world each month, with December devoted to smaller articles covering some of the less popular and more obscure settings. January - Planescape February - Greyhawk March - Dragonlance April - Spelljammer May - Forgotten Realms June - Dark Sun July - Eberron August - Nentir Vale September - Birthright October - Ravenloft November - Mystara December - Minor Worlds Or something like that. That's what I'd like to see anyway. Not sure how realistic it would be.
Quentin Small WotC Online Community Coordinator All around helpful simian
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5 months ago ::
Dec 26, 2012 - 6:36PM
#3
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Date Joined:
Mar 11, 2008
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Not a fan of only having support in Dragon Magazine, as I never read it.
An option for book support would be to have two or so settings a month receive a book, with each Setting getting 1-3 a year, based on Popularity. I would expect them to focus more on Realms and Eberon, as they are the heavy hitters of the DnD worlds. More obscure settings, such a Birthright and Mystara, would get less, but still have some support.
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5 months ago ::
Dec 26, 2012 - 6:40PM
#4
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- VCL Emeritus
- The Inquisitor
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Not a fan of only having support in Dragon Magazine, as I never read it.
An option for book support would be to have two or so settings a month receive a book, with each Setting getting 1-3 a year, based on Popularity. I would expect them to focus more on Realms and Eberon, as they are the heavy hitters of the DnD worlds. More obscure settings, such a Birthright and Mystara, would get less, but still have some support.
I could see that working as well. I think the key, as Webster mentioned, is to focus on the story of the worlds, providing adventure hooks, background details, and ways for player characters to make a difference in the world. Mechanics specific to the setting should appear in the main Campaign Setting product but, beyond that, mechanics should be light, methinks.
Quentin Small WotC Online Community Coordinator All around helpful simian
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5 months ago ::
Dec 26, 2012 - 6:59PM
#5
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Date Joined:
Jan 27, 2009
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Personal opinion...
I've been writing History of D&D blogs for a while now and, while the setting support was amazing, it also created an interesting case of product bloat; a dozen products in a month to support the various D&D settings during the 2nd Edition era.
So, while I'd love to see all the old settings make a come back, I think the best way to get back to the story of those worlds is via online articles in Dragon and adventure support in Dungeon. Then just pick a different world each month, with December devoted to smaller articles covering some of the less popular and more obscure settings.
January - Planescape February - Greyhawk March - Dragonlance April - Spelljammer May - Forgotten Realms June - Dark Sun July - Eberron August - Nentir Vale September - Birthright October - Ravenloft November - Mystara December - Minor Worlds
Or something like that. That's what I'd like to see anyway. Not sure how realistic it would be.
I think that would be a great, but I would also like to see additional book support too. Maybe a campaign setting update book, dragon and dungeon articles yearly as you suggest and then an additional splat book yearly, but 6 months or so from the Dragon & Dungeon articles. So you get something every 6 months +/-
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5 months ago ::
Dec 26, 2012 - 8:12PM
#6
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unlike rule crunchy books which aren't very easily read.
Varies by individual.
Another day, another three or four entries to my Ignore List.
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5 months ago ::
Dec 26, 2012 - 8:14PM
#7
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Date Joined:
May 18, 2002
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unlike rule crunchy books which aren't very easily read.
Varies by individual.
Setting books really don't need a lot of crunch.
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5 months ago ::
Dec 26, 2012 - 8:17PM
#8
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unlike rule crunchy books which aren't very easily read.
Varies by individual.
Setting books really don't need a lot of crunch.
This is true, but not the issue.
Webster was making a claim of readability of crunch vs fluff, not which is needed where.
Another day, another three or four entries to my Ignore List.
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5 months ago ::
Dec 26, 2012 - 8:19PM
#9
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- VCL Emeritus
- The Inquisitor
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It is true that readability varies from person to person. For some of us, crunchy rules text reads like a math textbook. For others, setting fluff reads like a history textbook. Either way, reading textbooks is pretty darn boring for a lot of folks.
Quentin Small WotC Online Community Coordinator All around helpful simian
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5 months ago ::
Dec 26, 2012 - 8:22PM
#10
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Date Joined:
May 18, 2002
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It is true that readability varies from person to person. For some of us, crunchy rules text reads like a math textbook. For others, setting fluff reads like a history textbook. Either way, reading textbooks is pretty darn boring for a lot of folks. 
Let's put this another way:
For some of us, crunchy rules text reads like a math textbook. For others, crunchy rules text reads like a math textbook.
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