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Beyond D&D 5th Editon core

Started by elfandghost, May 29, 2014, 06:15:32 PM

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Haffrung

Quote from: Windjammer;754210That's a tough call. Dragonspear Castle - also by Perkins - starts off as a complete railroad, and that was explicitly written for Next. I haven't read much beyond the opening 'scenes' however, so that could soften as the module goes along.


If there's a single thing that worries me about WotC's adventure material for 5E, it's Dragonspear Castle. Especially the opening. Something like the first four scenes the PCs have no input or choice in what happens. And then it's a really unimaginative chained MacGuffin quest.

Quote from: Windjammer;754210I agree with Haffrung on Gardmore Abbey, it's absolutely fantastic. But that wasn't mostly written by WotC staff as far as I understand.

I don't really care if WotC's adventures are written by WotC staff. Most of Paizo's APs are written by freelancers. What matters is the editorial direction they get from WotC.

Quote from: Windjammer;754210Here:

http://www.wizards.com/dnd/Article.aspx?x=dnd/drdd/20110921


Yeah, I read that article before I bought Gardmore Abbey. One thing I disagree with is the author's assertion that it's easy to prep for. It's not. It's a big, big adventure site, with lots of background and NPCs with agendas, and a tremendous freedom for PCs to explore it how they like. Which is great. But after several hours of prepping I still wasn't comfortable with the running it open-ended, so I balked on the eve of game night and went with a different adventure. Which I'm glad about now, because I think it would just take too long with 4E. I'm betting it shines with 5e.
 

Bobloblah

Is it available in .pdf yet? Seems to me conversion is just easier with a .pdf (and I hate non-dead-tree)...
Best,
Bobloblah

Asking questions about the fictional game space and receiving feedback that directly guides the flow of play IS the game. - Exploderwizard

Omega

Even though I know theyd botch it... AGAIN!

Spelljammer
Gamma World

And Karameikos/Mystara would be nice.

And honestly...

A new setting world to take advantage of the new mechanics rather than "Crisis/Cataclysm/Troubles" the existing ones.

Jason Coplen

Quote from: Omega;754307And honestly...

A new setting world to take advantage of the new mechanics rather than "Crisis/Cataclysm/Troubles" the existing ones.

I'm all for a new setting, period. The same setting being redone per edition release gets old.

I'd like a really swords and sorcery setting. Little magic, lots of death, lost cities in the jungle....
Running: HarnMaster, and prepping for Werewolf 5.

MonsterSlayer

Quote from: Jason Coplen;754324I'm all for a new setting, period. The same setting being redone per edition release gets old.

I'd like a really swords and sorcery setting. Little magic, lots of death, lost cities in the jungle....

+1

I was going to say a new Hyperborea campaign.

Something new for sure.

Maybe a Pirate and Sorcery campaign setting.

This is probably blasphemous: maybe an Elder Scrolls crossover. (They did it with Diablo)

These are all probably very wishful thinking though unless 3rd party publishing is robust.

Mr. Kent

Quote from: Celestial;753918A science-fiction version of the rules, much like Buck Rogers XXVC and Gamma World.

This would be the only reason I'd buy 5E ~ YES PLEASE
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Saplatt

Most of the time, when I start thinking about previous settings or spinoffs, I come to the conclusion that I should really just make up my own version of the basic theme, because there's almost always a half-dozen things about the published versions that I don't like and at least that many things that I feel are missing.

I don't know how many "world-building" tools we'll see in the DMG, but I'm hoping for a few more than average.

I am a fan of bestiaries because, especially when you're dealing with experienced players, it's nice to have something new and unknown to throw at them. That's more fun than using the same old orcs and goblins and bugbears and trolls, etc.

I hope we don't see the complete extinction of shorter adventure modules. Not everything needs to feed directly into an "adventure path."

All that said, I'll probably kick off with Tyranny of Dragons in the new Forgotten Realms, whatever they turn out to be, just to get used to the new system.

Tahmoh

with the original creators of dark sun and mystara putting out there own versions via kickstarter(dragon kings is due on drivethru any day) it's not like we will be stuck with the wotc versions even if they suck a bag of dicks.

BarefootGaijin

Something that wouldn't suck is a fantasy setting that has no metaplot. A bunch of countries, NPCs, races, things. Let the players decide how to use all that stuff.

No fancy-schmancy Points of Light, or heroes, or weird races, or terrible historical times and things hanging on a knife edge. Just a world that reacts to things that happen in it, a bit like ours.
I play these games to be entertained... I don't want to see games about rape, sodomy and drug addiction... I can get all that at home.

LibraryLass

Quote from: MonsterSlayer;754325This is probably blasphemous: maybe an Elder Scrolls crossover. (They did it with Diablo)

Hell, Elder Scrolls would probably be a better fit than Diablo. Tamriel started out as someone's home campaign, after all.

Quote from: BarefootGaijin;754355Something that wouldn't suck is a fantasy setting that has no metaplot. A bunch of countries, NPCs, races, things. Let the players decide how to use all that stuff.

No fancy-schmancy Points of Light, or heroes, or weird races, or terrible historical times and things hanging on a knife edge. Just a world that reacts to things that happen in it, a bit like ours.

Is the points of light concept really fancy-shmancy metaplot? All it is, is a short way of saying "large stretches of dangerous wilderness exist between civilized places." Seems pretty bog-standard sandbox play to me.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Jason Coplen

Quote from: MonsterSlayer;754325Something new for sure.

Maybe a Pirate and Sorcery campaign setting.

Pirate and Sorcery? I never heard that term. Could you give me some examples? It sounds neat, but I'd need to do some reading to get caught up on it. :)
Running: HarnMaster, and prepping for Werewolf 5.

MonsterSlayer

Quote from: Jason Coplen;754430Pirate and Sorcery? I never heard that term. Could you give me some examples? It sounds neat, but I'd need to do some reading to get caught up on it. :)

I'm not sure there is an example in the D&D universe. I was trying to come up with an idea for a new campaign setting I haven't seen that might be interesting. I just threw a name out there.

There is a Savage Worlds expansion called Pirate of the Spanish Main that is pretty much a pirate RPG with a little supernatural thrown in. Based on constructible card game by Wizkids, we played the collectible/ model card game  quite a bit. The expansions to the model game eventually brought in more monsters and magical artifacts. We didn't play the RPG as much because our group didn't gel with the SW system as well.

As far as the source material for such a campaign, where to start? Many of the pulp writers also included pirates with their horror, fantasy, etc. Several Conan stories featured him as a pirate pitted against magic on strange isles and raiding coastal cities.

Even Game of Thrones (at least tv, haven't read books) features pirates in the service of one of the guys trying to be king.

Then there are the Disney pirate movies that feature the supernatural and hint at voodoo.

It could make for an interesting new campaign world. They'd probably go for something more like the Pirates of the Caribbean movies. Expand naval combat rules, put in rules for firearms, some new magic systems for "voodoo" style and native shamans. Add in a swashbuckler class, and maybe a witch hunter.

I also like the Conan version of pirates/ sorcery but I probably have the material for that era.

Just an option for something new. I agree with some of the other posters that are less excited by re prints of the old campaign worlds. If WoTC stick to the "one D&D to bind them all" philosophy why would the player base need that many of the same campaigns they already own?

jadrax

One of the Pathfinder Adventure Paths, 'Skull & Shackles', was heavily pirate themed.

There was also a d20 setting, 'Skull_&_Bones' by Adamant which was pretty much d20 Pirates of the Caribbean.

Omega

Quote from: BarefootGaijin;754355Something that wouldn't suck is a fantasy setting that has no metaplot. A bunch of countries, NPCs, races, things. Let the players decide how to use all that stuff.

No fancy-schmancy Points of Light, or heroes, or weird races, or terrible historical times and things hanging on a knife edge. Just a world that reacts to things that happen in it, a bit like ours.

Moldvay B/X Karameikos originally was that. Big blank area that you knew the name of the ruler, the name of a mountain range, the names and a paragraph of background of three areas and that was about it.

Piestrio

Dragonlance Reboot.

Not an extension, not a new era, not a new land.

Just. A. Reboot.
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
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