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5 months ago  ::  Dec 28, 2012 - 2:55PM #31
The_Jester
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Date Joined: Nov 1, 2003
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Dec 26, 2012 -- 6:26PM, crazy_monkey wrote:

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.                    




If they release the old setting material as PDFs it should't shouldn't take much to update the worlds. It would be easy to devote a single issue to crunch. You just need to focus on the must have content.
I think one setting every 2-3 months might be better. Let them breathe a bit while also not choking the magazines in updates. 

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5 months ago  ::  Dec 31, 2012 - 5:09PM #32
Webster
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Date Joined: May 20, 2001
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I guess what I'm suggesting is once the crunch mechanics are set, focus mostly on the story/setting. That is where D&D was the strongest.

I'm not so sure about rehashing other worlds, though. I already have Planescape, and they most likely won't offer anything new. (And no, it doesn't matter if new people missed out on Planescape.) The idea is to have all new worlds for all of us.

It's like every time Hollywood wants to reboot a superhero series, it always comes out with yet ANOTHER origin movie. Let's move on to new stuff.
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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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