Inside The Making Of The New “Dungeons and Dragons”
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Choice is what the AD&D(r) 2nd Edition game is all about. We've tried to offer you what we think are the best choices for your AD&D campaign, but each of us has different likes and dislikes. The game that I enjoy may be quite different from your own campaign. But it is not for me to say what is right or wrong for your game.
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Take the time to have fun with the AD&D rules. Add, create, expand and extrapolate. Don't just let the game sit there, and don't become a rules lawyer worrying about each piddly little detail. If you can't figure out the answer, MAKE IT UP! And whatever you do, don't fall into the trap of believing these rules are complete. They are not. You cannot sit back and let the rule book do everything for you. Take the time and effort to become not just a good DM , but a brilliant one."
-- Foreword to AD&D 2nd edition's "Dungeon Masters's Guide", David "Zeb" Cook, 2/9/89
Sadly, very few people paid any attention to that foreword (players because the book was off limits, of course ;-).
It's a shame WotC/TSR didn't go forward with the idea of an open rule set, rather than going back to the more traditional model. It is nice to see them borrow some ideas from White Wolf though -- to this day, if I were to recommend a [edit: single] rule set for role playing, it would be something between the old and new World of Darkness rules (aka the Storytelling System).
What this article somewhat mentions and what seems really weird for people that like Pen and Paper and want to play this new edition is that they are releasing the CORE books over the span of a few months. It's kind of weird for players. Sure we get the Player's handbook this Tuesday, but without a DM book and a Monster Manual it makes things a little limited for a few months.
A decent portion of the core audience moved on to Pathfinder and feel pretty comfortable there. It'll be interesting to see if this push can sway us back.
The key part of course is you don't NEED to change. A lot of people still stick to old versions. I play once a month with a group of 5 others. It'll take us a couple years just to get through our current campaign in Pathfinder. Moving to 5E right now will just be a curiosity.
http://dnd.wizards.com/sites/default/files/media/DnDBasicRul...
This is not new. It seems strange, but each and every edition of D&D so far has been released this way, one core book a month for three months.
It's a time-honoured tradition, but yes, a strange one. I just don't know the full details about why.
I'd suggest trying the starter box. I think I was able to find it for ~12-14 on amazon and it was fun for many of our new players. Pathfinder is still the goto for many of the vets as it's what they know.
City maps and politics might work, but pre canned campaigns never seem to sell well because building that stuff is generally considered a fun part of being a DM.
That said, I actually found D&D/white wolf source books and monster manuals etc a fun read on their own.
I bring this up because, in hindsight, if I had managed to come into 3.5e instead of 4e I feel I wouldn't have become so disgusted with roll-playing (especially in combat). Even Pathfinder's combat seemed to be dominant time-wise, even if combat is comparatively scarcer. I realize this depends entirely on the campaign and players involved and is just my anecdote, but I really do believe that my first experiences being with 4e shaped my perception of grid-combat negatively and is a constant bias. I'm curious if anyone else had their first experiences with tabletop RPGs using D&D 4e, and what kind of experiences they came out of it with?
I don't know what the whole thing has become though.
My point: unless you want to play an RPG _exclusively_ as a miniatures tactical game, the GM has to be able to "cheat" sometimes in order to adjust things. If you accept this premise, "automated bookeeping systems" like Surface or any other kind of computer assisted combat processor risk becoming a burden: as soon as you decide that the killing blow from (or to) an NPC has to be changed in order not to spoil the fun of your players the system will go out of synch with the shared narrative, and you either have to manually realign it, or accept that yeah, the death really happened, no matter how detrimental to the rest of the adventure.
Also, it tends to negate any attempt at being creative in using spells or even just inventing novel tactics: if the computing model hasn't it hardcoded, there is literally no way to use a decorative mirror on the other side of the room to hit your enemy in the back with your beam weapon, for example.
So, Surface is great for wargames, a complicated and ultimately limiting system for RPGs.
Or the GM drawing shite last minute maps...
With a table, you have unlimited possibilites for in-game accessories, drawings, sound effects, automation, etc. Then buying a scenario would actually mean something ! You would buy tons of assets, that you could later reuse, etc..
Your concerns ar valid, but seing the table as a helper rather than a simulator would avoid many pitfalls i suppose.