Because I don't want to see this column go, I'm going to be selfish and ask you to write another couple entries. We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around. I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics...
View full commentBecause I don't want to see this column go, I'm going to be selfish and ask you to write another couple entries.
We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around.
I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics to talk about forever.
If you are truly finished, then I would suggest WotC begins a new column where each week you have a different employee talk about a memorable campaign, adventure, or encounter they have run or played in; it's these stories that help inspire us all.
I have few words that can do my thoughts justice, but I'd like to try. Very simply, Dungeon Mastering is the reason I can feel "okay" in this place, and your words are the reason I am a Dungeon Master. I don't think I can ever thank you enough for that. Appreciated. - Barker
View full commentI have few words that can do my thoughts justice, but I'd like to try. Very simply, Dungeon Mastering is the reason I can feel "okay" in this place, and your words are the reason I am a Dungeon Master. I don't think I can ever thank you enough for that.
All that may be true, but admit it - this direction of D&Dnext is rekindling the flames of hope, and nostalgia is beginning to surface. The perfect mix of old and new (or so we hope). PS - I love the idea of bounded accuracy, as I feel we are finally going back to role playing rather than knockoffs of video game design bonuses.
View full commentAll that may be true, but admit it - this direction of D&Dnext is rekindling the flames of hope, and nostalgia is beginning to surface. The perfect mix of old and new (or so we hope).
PS - I love the idea of bounded accuracy, as I feel we are finally going back to role playing rather than knockoffs of video game design bonuses.
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I must say you do have a difficult job in laying out the strategy as you release each new edition. From the standpoint of the three groups we've play tested 5e (Next) with we've come to the consensus that you must balance: 1. Maximization within the market segments that yield the highest profitability (I am guessing this gets younger as the years go on). 2. Various ages of D&D players who each have a special place in their heart for a specific edition. 3. Keeping the original...
View full commentI must say you do have a difficult job in laying out the strategy as you release each new edition. From the standpoint of the three groups we've play tested 5e (Next) with we've come to the consensus that you must balance:
1. Maximization within the market segments that yield the highest profitability (I am guessing this gets younger as the years go on).
2. Various ages of D&D players who each have a special place in their heart for a specific edition.
3. Keeping the original books in an edition release relevant as you release more books.
4. Upholding the basis of every facet of the RPG landscape, because let's be honest D&D dictates the game mechanics of every other table top and console game RPG that temporally follows.
You seem to be referring to point three though in terms of core books that we purchased vs. those of essentials. Of course I am guessing here, as I don't have the sales figures in front of me. One assumption, that which I think you are making, is ease of use for new players, which I would agree that essentials made it easier for new players to join. I myself found it easier to bring in about 30 new players, using the essentials over time, and then supplementing with PHB 2/3, and the other fantastic add-ons. The other way to possibly interpret it though is that PHB1 just became outdated in 4e with all the new DDI content that was published, especially in the areas of dailies, encounters, and utility powers.
Either way your new strategy sounds fundamentally sound. The key in expansion, in my opinion, though would be to continue to provide new content in the DDI compendium, and make it easy to access with a mobile app. In this manner you can reach more people if you put in place growth mechanisms to get a larger DDI subscriber base, and you also benefit from a beta-release approach being that you integrate it so well with the forum.
In summary I like the approach though, love the beta-test, and am excited for the 5e release.
I would never call the lack of fluff reason for mechanics a weak point for 4e, personally, I think one of 4e's strengths was it put the fluff back where it belonged, in the hands of DMs and Players...out of combat actions, story, roleplaying, all work better in an environment where the rules aren't focused on them, but rather on just resolution mechanics, which 4e was. The DM an the Players bring the story, the exploration, and the interaction, they bring the story alive, and the more staid and...
View full commentI would never call the lack of fluff reason for mechanics a weak point for 4e, personally, I think one of 4e's strengths was it put the fluff back where it belonged, in the hands of DMs and Players...out of combat actions, story, roleplaying, all work better in an environment where the rules aren't focused on them, but rather on just resolution mechanics, which 4e was. The DM an the Players bring the story, the exploration, and the interaction, they bring the story alive, and the more staid and mechanical and combat focused the rules are, the more it frees the game up for that.
Now, I understand how some had trouble doing 4e in TotM (I didn't, when needed, I've run it just fine that way, but have always preferred figures anyway) As for player and tactical decisions, leave those to the Players and DM explain, I don't want canned explanations, I want the PCs to have to come up with why they do what they do, and how.
Now, elements of 4e in 5e, let's see, the whole new HitDice healing mechanic is clearly a variation on Healing Surges. I see some other small influences of 4e, which are ever evolving as the playtest progresses, but that's the clearest example so far. At-Will spells, Backgrounds and Themes/Specialties all harken to 4e (and previous editions have had examples that were similar too, because that's where 4e got them)
Now, I know a ton of non-4e players who are diving in and participating in the playtesting right now, plus the new Season of Encounters is going to give the choice of 4e or 5e Playtest and most areas I've heard are opting for the 5e route. I'm looking forward to showing up for Encounters to play 5e myself. I'm both an Olde and New School gamer having played every edition, and yes, those who are active in the playtest and on the website will be the most vocally acknowledged, considering, but the more others encourage people to join the playtest, the more diverse the overall feedback can become
I was thinking about attending WF this year but I have never played D&D in this capacity, how do the adventures work? Is it a new game every day with different people? Do you continue to play after the event or is it a contained play experience?
Because the trope its generally trying to cater to is not a generic 'Protection' effect. Protection from Good/Evil/Neutrality was actually more of a Protection from the Supernatural effect. It generally didn't and never would affect non-magical beings, no matter what their alignment even in the 1e D&D game. Extraplanar creatures were effected, and they were classified by their alignments generally, because in 1e, among other things, there were distinct alignment planes of existence that...
View full commentBecause the trope its generally trying to cater to is not a generic 'Protection' effect. Protection from Good/Evil/Neutrality was actually more of a Protection from the Supernatural effect. It generally didn't and never would affect non-magical beings, no matter what their alignment even in the 1e D&D game. Extraplanar creatures were effected, and they were classified by their alignments generally, because in 1e, among other things, there were distinct alignment planes of existence that represented the various power sources of these extra planar creatures.
A generic 'Protection' spell could work, I guess, if you just said it protected you from 'Summoned and other worldly creatures and the Undead' and then you'd probably call it 'Circle of Protection' like many other games do. If your being chased by Good NPCs or Evil ones, the Protection spell shouldn't be the way to go anyway...based on what the spell really generally conceptually meant. Its like throwing down a circle of salt...any person can break that circle, but a Zombie can't cross!
We have learned a bunch about Iomandra, but I'm extremely curious about the type of campaign you are considering running next. Therefore, I would really appreciate you giving us some insight into the themes that are getting you excited for the next go around.
I think this would be the perfect "intermission" for you column, as I refuse to believe you have run out of topics...
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Appreciated.
- Barker
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