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Talking about sitting around a table and talking.

Postby Deliverator on Mon Jun 25, 2012 9:36 pm


Questionor wrote:
Deliverator wrote: as long as play culture is such that games always advertise which modules they are or are not using (and as long as the combinatoric number of different module combos possible is small—say 1 of 3 combat modules, 1 of 2 social/interaction modules, 1 of 2 exploration modules for a total of 12), I think it'll be fine.


exactly! in fact it will be an improvement over the current way where there is no defined way to describe. I'm used to asking before rolling a character in 3.5:
what kind of combat we doing? full on map of 5 ft squares or just fuzzy/wing-it descriptions or somewhere in between.
Will there be a lot of social interaction and will it be a large part of the game or will skills like diplomacy be a waste?


Interesting point, although a larger problem (as Jenskot is often quick to point out; he is much more articulate than I in describing this issue) is simply inaccurate game descriptions at cons——which explicit modularity could really help address. I really like the tagging system we've developed for Recess, and this D&DNext idea is sort of like that.

Matt
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"...let's skip the awkward social stuff and get with the stabby." -Cawshis
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Postby Leftahead on Tue Jun 26, 2012 7:56 am


The core books are scarcer than you'd think, at least for actual purchase (as opposed to sitting on gamers' shelves) particularly the PHB, which can fetch a fast-and-easy 50 bucks in the shop for a used copy. We have waiting lists on all 3 and they typically don't hit the shelves when we see them used as they go straight to hold requests. The more popular 'Complete' books also sell pretty quickly for original cover when they come through in decent shape.

This is a smart move by WotC; it will re-engage a number of lapsed players (and/or legacy players who aren't buying new material) with the brand, and all it costs them is a print run. As a shop owner I'm certainly not arguing with it.
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Postby chrisg on Tue Jun 26, 2012 10:03 am


I'm hoping that these re-releases are wildly successful. If WotC sees itself as a publisher for D&D, period, and not just for the latest edition, that's good for everyone who likes D&D. I would love to see some PDFs (or even reprints) of the older stuff. Not to mention some updated versions of classic adventures for more recent editions.
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Postby jenskot on Tue Jun 26, 2012 10:47 am


I like the idea of module selection as a way to advertise what a game will be like.

Right now, if I someone says let's play D&D... I really have no idea what to expect. It could be a session where we never roll dice, a sessions where we never roleplay, a session where we don't use the rules, a session full of hacks, a session where everything is rules as written, a session that's all combat, combat with map, combat without map, a session where the GM can cheat, a session where we can do anything we want, a session where we have to follow a very specific path, a session where we are allowed to describe out character's actions, and on and on.
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Postby Patmos on Tue Jun 26, 2012 11:54 am


I don't see module advertising being something that makes gamers happy or is something that will be understood by new and casual players. So if i go to Recess and there are 3! DnD next games being played there is a chance that none of them play with the same modules that I play with in my home campaign, that is dividing the player base... or maybe not.
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Postby Questionor on Tue Jun 26, 2012 12:19 pm


Patmos wrote:I don't see module advertising being something that makes gamers happy or is something that will be understood by new and casual players. So if i go to Recess and there are 3! DnD next games being played there is a chance that none of them play with the same modules that I play with in my home campaign, that is dividing the player base... or maybe not.


How is this different than before but now with the major differences being well defined?
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Postby Shinhakkaider on Tue Jun 26, 2012 6:08 pm


BaronHelix wrote:
Tekatana wrote:D&D 3.5 reprints!


I'm really not trying to be a wise ass here, I don't understand why I would be excited about this. The old core books aren't scarce, has there been enough significant errata to warrant celebration?


Yeah I dont really get it either. But whatever. I'm waiting for the Rules Cyclopedia reprint.
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Postby chrisg on Wed Jun 27, 2012 4:31 pm


Shinhakkaider wrote:Yeah I dont really get it either. But whatever. I'm waiting for the Rules Cyclopedia reprint.


:metal:
Red Box Vancouver: we play old school D&D!

cawshis wrote: :cry: Cheaters are gamers too! +1 for cheating!

overeddie wrote:I'm baffled by parents who don't lie to their kids. It's some of the most fun you can have as a parent!
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Postby Patmos on Thu Jun 28, 2012 8:26 am


Chris Perkins: As a DM, I try my best to anticipate what the player characters will do next, and what the likely outcomes of their actions and decisions might be. And then I try to find ways to surprise them — not all the time, mind you, just when I think the campaign could use a little twist or spark of uncertainty.


No to derail the module discussion, but I thought this quote from Chris Perkins' article today harkened back to our Illusionism discussion!
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Postby Deliverator on Thu Jun 28, 2012 9:40 am


Hmm. It depends a great deal on how he implements those surprises whether he is using illusionism or not.

Matt
"The Deliverator belongs to an elite order, a hallowed subcategory." - Neal Stephenson, Snow Crash

"...let's skip the awkward social stuff and get with the stabby." -Cawshis
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