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roleplaying theory, hardcore / Vincent redoes D&D
« on: January 11, 2012, 12:01:42 AM »
So they just officially announced the development of 5th Edition D&D, and I couldn't help but wonder how Vincent would handle it if he was in charge of the development team. I'm not only looking for the funny stuff, like how the barbarian class would have a built in deep emotional attachment to a teddybear, which if he doesn't hug at night as the scary world threatens outside he gets -1 ongoing, but the serious stuff as well.
1) How would he keep it feeling like D&D and not alienate 38 years worth of fans?
2) How would he satisfy a massive and very diverse fan base, with many different playing styles? The approach Wizards of the Coast seem to be taking is a very modular game, where different groups pick and choose what they want.
I am not amazingly optimistic about the modular thing, not because I don't like modular stuff, (AW is very modular e.g. optional battle moves), but I feel like Vincent has gone beyond D&D in his game development. He's built a game of story prompts. You do something, roll the dice, and you are given a set of story prompts to build off of. The character stats are used to change the likelihood of what story prompts you get. The character types give you a selection of story types. [Maybe this should be two topics.]
Anyway, what do you guys think? How would Vincent handle the enormous responsibility of the grandfather of all RPGs?
1) How would he keep it feeling like D&D and not alienate 38 years worth of fans?
2) How would he satisfy a massive and very diverse fan base, with many different playing styles? The approach Wizards of the Coast seem to be taking is a very modular game, where different groups pick and choose what they want.
I am not amazingly optimistic about the modular thing, not because I don't like modular stuff, (AW is very modular e.g. optional battle moves), but I feel like Vincent has gone beyond D&D in his game development. He's built a game of story prompts. You do something, roll the dice, and you are given a set of story prompts to build off of. The character stats are used to change the likelihood of what story prompts you get. The character types give you a selection of story types. [Maybe this should be two topics.]
Anyway, what do you guys think? How would Vincent handle the enormous responsibility of the grandfather of all RPGs?