5e announced!

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Re: 5e announced!

Post by MichaelTumey »

alhoon wrote:No need to defend Paizo, I have no grudge against them. However, I'm pretty satisfied with 3.5 so I don't plan to invest in PF. For a couple of things that I consider 3.5 is missing I can use their SRDs. Also, I prefer the original takes on many things like grapple etc. Personal preference. I know I'm the minority here.
One thing though, there are many, many 3.5 books that don't exist as SRDs. However all* the Pathfinder rules are on the Paizo Pathfinder SRD and d20pfsrd.com - so you really have to invest in nothing to play Pathfinder, the rules exist online for free access. d20pfsrd.com includes rules from 3PP (including some of Rite Publishing's Kaidan setting classes, prestige classes and some of it's unique system rules: honor, yakuza gang construction, samurai clan construction...)

* Whatever isn't there yet, is in the process - eventually it all be there.
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Re: 5e announced!

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Yeap, I know most rules are for free; I just prefer the 3.5 rules in most cases. We played a bit from Kingmaker with a few friends. I think that their kingdom/fief system is awesome (although it needs some work) for "fast" fief rules that are simple and effective. I don't think they have those on the net.
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Re: 5e announced!

Post by MichaelTumey »

alhoon wrote:Yeap, I know most rules are for free; I just prefer the 3.5 rules in most cases. We played a bit from Kingmaker with a few friends. I think that their kingdom/fief system is awesome (although it needs some work) for "fast" fief rules that are simple and effective. I don't think they have those on the net.
Yeah, most of the AP specific rules are not considered Open Content - that includes the romance mechanic in Jade Regent, the fiefdom rules from Kingmaker, etc.
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Re: 5e announced!

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The Romance mechanic? Heh. That would be interesting.
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Re: 5e announced!

Post by Zilfer »

on a side note. I almost got that NPC book today, there's a 5 minute reading rule so i didn't want to test it at my local gaming store. :P

Looked bigger than I thought it'd be. xD
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Re: 5e announced!

Post by MichaelTumey »

alhoon wrote:The Romance mechanic? Heh. That would be interesting.
You get points with any encounter with a 'person of interest', once you accumulate enough points, you can initiate a relationship attempt (roll d20 + modifiers)... romance! Like the fiefdom rules, it could use some work.

Jade Regent also has caravan rules, essentially giving your caravan with template and feats, add defenses, special maneuvers, etc. Interesting rules.
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Re: 5e announced!

Post by alhoon »

MichaelTumey wrote: You get points with any encounter with a 'person of interest', once you accumulate enough points, you can initiate a relationship attempt (roll d20 + modifiers)... romance!
:? Meh... so, it's the "Baldur's Gate 2/KotOR/NWN" romance rules.
MichaelTumey wrote: Jade Regent also has caravan rules, essentially giving your caravan with template and feats, add defenses, special maneuvers, etc. Interesting rules.
Those I've checked. I found them too complicated though for my purposes so far, since my PCs were never parts of a caravan officially. Sometimes they were hired guards from point A to point B and I roll for random chance for encounter in between. If I do a merchant-prince or something campaign, I'll read them again.
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Re: 5e announced!

Post by Jester of the FoS »

MichaelTumey wrote:
alhoon wrote:The Romance mechanic? Heh. That would be interesting.
You get points with any encounter with a 'person of interest', once you accumulate enough points, you can initiate a relationship attempt (roll d20 + modifiers)... romance! Like the fiefdom rules, it could use some work.

Jade Regent also has caravan rules, essentially giving your caravan with template and feats, add defenses, special maneuvers, etc. Interesting rules.
There are still ways 3PP can slip in content. Jon Brazer Enterprises did an expansion on the Kingdom building rules (Complete Guide to the River Kingdoms).
Plus those rules are going to be included in Ultimate Campaign, which will likely be fully OGL. The APs are really a testing ground for seeing how certain rules work and how people feel about them.
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Re: 5e announced!

Post by eldritch »

Jester of the FoS wrote: I still love going to my old 2e Monstrous Manual when I need an idea for a monster or need some lore. New editions should change the mechanics, not the story.
One of the lines about new editions and having to buy all the books again is that "WotC is not making you throw away all your old books". But if the lore and mechanics change that's pretty much what they're doing. I can still use my 2e campaign setting books and monster mythology books for 2e, 3e so they still have value. If the game world changes though, those stop having value.
Mortavius wrote:That's what I mean when I say this 5E system seems to be a new rules set pasted on top of an old edition. I know they said they were going back to previous editions for inspiration, but it also seemed to me they were saying they wanted to take the best stuff from *all* the editions. So far, I haven't seen much from 4E make it in except the odd rule here and there.
I agree, a new edition should not change the story or try to reinvent the D&D world. This is one of the problems that plague long standing gaming systems such as Warhammer and D&D, when a new edition comes out and some creature or whatever (or even a established campaign realm like Ravenloft) is left out of the new rules they sort of cease to exist in the game world which makes no sense. It also leaves gamers stuck with models or accessories that are no longer compatible with the current game edition. If a monster existed in an earlier edition why should gamers suddenly be forced to pretend it doesn't in the current edition? Wouldn't it make more sense to just improve the game mechanics with the potential to convert older editions rather than change the established mythology for every new edition?

I fully believe that D&D is all about the characters, Campaign settings, realms and in game history that have been developed during the real world history of the game. This is what the D&D brand name means. Game mechanics are just a method of getting into the established story. I hope they streamline and make game rules that please everyone and draw consumers in the new edition but what I would like to see, especially since the developers are talking about old editions, is re-solidifying the core D&D mythology. Do you think authors like R. A. Salvatore, Margaret Weis, or Tracy Hickman care about which game mechanics are in the current edition? No they care about fundamental changes to the core mythology of the D&D universe that can potentially disrupt or derail their writing efforts.
"authors R.A. Salvatore and Ed Greenwood are also collaborating with D&D’s designers on new game content" http://www.forbes.com/sites/davidewalt/ ... d-dragons/

The fans of D&D became so due to love of the story lines involved, not necessarily due to the ease or difficulty of the current rule set.


In your opinion, is the new edition just trying to update the D&D game mechanics (combine old editions and fix rules, make game mechanics better, gameplay smoother and tweak errors,) or is it trying to reinvent D&D? (New rules, new monsters, new worlds, realms ,mythology etc.)

With the loss of Monte Cook are there any other previous writers of Ravenloft material still employed by Wizards of the Coast?

So I was reading this in depth article of D&D, its history and development (fascinating! I highly recommend the links below) called Magic & Memories: The Complete History of Dungeons & Dragons by Allen Rausch for GameSpy
Part 1: http://pc.gamespy.com/articles/538/538262p1.html
Part 2: http://pc.gamespy.com/articles/539/539197p1.html
Part 3: http://pc.gamespy.com/articles/539/539628p1.html
Part 4: http://pc.gamespy.com/articles/539/539972p1.html
Part 5: http://pc.gamespy.com/articles/540/540509p1.html
When I came across Allen Rausch writing about this from Bill Slavicsek Director of WOTC RPGs
"the many buckets concept":
[The late '80s saw the launch of Forgotten Realms (still D&D's most popular setting), and DragonLance. The runaway success of those lines, particularly Forgotten Realms and its popular signature character Drizzt do'Urden, begat a slew of new world designs. There was the post-apocalyptic Dark Sun, the highly political Birthright, a response to White Wolf's successful Vampire: The Masquerade game called Ravenloft, and the extremely avant-garde Planescape, among others. Unfortunately for Williams and TSR, this strategy, while presenting the initial appearance of success, is actually a strategy for long-term loss. The marketing term is "Brand Extension," but Bill Slavicsek director of RPGs, miniatures and R&D at Wizards of the Coast, just calls it the "Many Buckets" theory.
"Picture it this way," Slavicsek says, "it's raining money outside and you want to catch as much of it as you can. You can either make a really big bucket or waste your time and attention by creating a lot really small buckets -- either way, you're never going to make more rain." In plain English, TSR, by putting out a lot of product lines instead of supporting the main Dungeons & Dragons line, fragmented the marketplace. The same audience was giving the same amount of money to TSR every year, which had taken on the additional financial burden of creating, producing, and supporting hundreds of products. It needed to grow the marketplace, and these brand extensions weren't doing that.
The many settings also contributed to something called "Brand Dilution." The original Dungeons & Dragons brand stood for something. You knew essentially what you were getting when you bought a D&D product. All of these new settings began to play havoc with the rule sets and philosophy of the game. As the settings grew more popular, they began to diverge from one another, advancing along their chosen philosophical paths, essentially becoming their own separate games.
In not too many years, players had stopped identifying themselves as D&D players and were instead identifying themselves by the setting they played in. A Planescape player was very different than a Forgotten Realms player, and their rule systems were beginning to become incompatible with each other. More significant from the company's point of view, though, was that players would never buy a product set in any other setting than their own. Far from catching more money in their small buckets, TSR was actually making the audience smaller! Eventually, though, as they combed through the numbers, they came to an extremely difficult conclusion. Slaviscek describes it succinctly, "We had to stop leaking into so many buckets." Before they could even begin turning the brand around, bring in new customers, and make Dungeons & Dragons healthy again, they were going to have to cut off as much of the dead wood as they could -- and that was going to hurt a lot of people, both inside and outside the company.
If they were going to stop the audience fragmentation and bring players back together again, they were going to have to kill the majority of the Dungeons & Dragons settings. That meant that things like Ravenloft and Dark Sun and Planescape were going to be shutting their doors forever in favor of a new product strategy.]

:cry:
He is basically saying by diversifying the D&D universe into different campaigns such as Planescape and Ravenloft, TSR fragmented their consumer base into niches which then decreased sales because they customers were only buying products for the line they were interested in. WOTC viewed this as a poor business strategy which lead to the demise of TSR. So instead their goals are to get the fanbase back consolidated (and buying all same the products.)

I see this as the permanent end of specialty campaigns such as Ravenloft in favor of a more centralized D&D canon world such as they tried to do with Ebberron in 3X. While it might make good business strategy for WOTC this strikes me as extremely ironic though because the story lines, characters, and campaign worlds such as Greyhawk, Forgotten Realms, Dragonlance, Planescape and Ravenloft is what made D&D so extremely popular and turned it from a relatively obscure wargames specialist hobby to a mainstream pop culture phenomenon during the Advanced Dungeons and Dragons 2nd Edition years. As emphatically stated in that article, the WOTC company business model is to move away from fragmentation of the consumer base and focus on community products. Why would they ever print something new for Ravenloft then? :evil: I think the only reason D&D3X editions got any new Ravenloft material was because of the Open Gaming License in effect and third party publishers. Is there any hope for that in this new edition?

Will we ever see a new Ravenloft product? will the Ravenloft Realm be forgotten or pieced apart with little or no reference to its long standing history?
I no longer play currently and could care less about the latest edition game mechanics (certainly not enough to start buying new stuff and playing again under new rules and converting all of my old Ravenloft stuff) but I for one would be willing to buy any new material that supported Ravenloft campaign story development. Sadly, I think that is extremely unlikely considering their current business model. There just won't be any new Ravenloft material.
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Re: 5e announced!

Post by Zilfer »

Interesting blurb there. I Don't think Ravenloft will fully shut down as long as there is a place like this on the web. Where there is a want/necessity someone will make something to fill that need. I'm glad I found this place because it continues the Ravenloft line for me. Though I come after many years of expanded Material has been put out by brains that have grown over years of playing the setting. :D
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Re: 5e announced!

Post by alhoon »

Well... reading the last few QtR netbooks I have to say they're assesories I would be happier with than some WotC books. I wasn't thrilled with the 4E Ravenloft products either.
So, if they don't want to make Ravenloft because it won't make profit, so be it.

As for the niche-base, they could actually combine a few "smaller" campaign setting like Ravenloft, Dragonlance, Darksun, Birthright etc in a single book, giving 30-40 pages to each campaign setting and then sell through the netzines adventures and extra material.
I'm not sure it would work but it would be worth a try for them IMO.
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Re: 5e announced!

Post by Gonzoron of the FoS »

The blurb eldritch posted is sad but true. Fracturing the fanbase is likely what drove TSR to be taken over by WotC. WotC has tried to avoid the same mistake ever since.

However, it is a different world now. With online distribution, production costs are lower. Niche products find their audience better. But there's also less money to be made. Ravenloft could be a success for a small company, but not worth the time for a huge conglomerate like Hasbro. I can't predict if WotC would license out their IP again like they did to Arthaus, but IMHO, that would be the most likely way for Ravenloft to truly live again as a setting, and not mined for fodder for other settings like it was in 4e.
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Re: 5e announced!

Post by Jester of the FoS »

What they're most likely to do is release Ravenloft packs of their old products digitally. They plan on starting that initiative in the new year, but I imagine it will begin with core books and the Realms.

After that we can see small updates online as well. Small packs of 5e rules for the setting released as a cheap PDF.
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Re: 5e announced!

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Speaking of that and FRealms, any plans to retcon the millionth death of Mystra, the Dragonborn, the Eladrin etc?
While Spellplague wasn't especially good or bad IMO (although I would find 10 years more reasonable) I really didn't like the rest of what they did with the setting.
I mean, how often does the Godess of magic dies in the Realms? What was that crap with the Dragonborn being zapped in from elsewhere?
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Re: 5e announced!

Post by Zilfer »

alhoon wrote:Speaking of that and FRealms, any plans to retcon the millionth death of Mystra, the Dragonborn, the Eladrin etc?
While Spellplague wasn't especially good or bad IMO (although I would find 10 years more reasonable) I really didn't like the rest of what they did with the setting.
I mean, how often does the Godess of magic dies in the Realms? What was that crap with the Dragonborn being zapped in from elsewhere?
I'm sure somewhere some how some race had to be zapped in sometime. (wow that's a lot of somes)
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