Back in the '90s, when I worked at White Wolf, we were deep in setting lore. Every year, the overall plot for all of the games in the World of Darkness marched forward. Twisted conspiracies turned, influencers shifted sides, new factions emerged.
D&D and even Shadowrun did the same: There was a story, it advanced through the books, the world changed and characters grew, died, or discovered new additions to the game.
This eventually led to a phenomenon of "setting mastery": Players deeply enmeshed in the lore of a game would use their knowledge of the world to manipulate the game to their advantage. (This was a problem in large-scale organized games where players competed.)
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It also led to the problem that as time wore on, the knowledge required to understand the setting became impenetrable. You had to keep up with who died, who was in charge, what factions had swapped sides, what groups had fallen.
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This in turn led to gamer fatigue and burnout. People became overloaded with minutiae, and they resented having to buy every book that came out, even if it wasn't something that they were interested in, just to keep up with the current soap opera.
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White Wolf eventually rebooted the World of Darkness entirely with the Chronicles of Darkness games to jettison all of this lore, basically like a comic book reboot of the universe. A fresh start, a chance for new players to come in on even footing.
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You might've noticed that in the new iteration of #dnd, there's not a lot of new story development. There's a lot of re-use of famous old stuff—the Tomb of Horrors, Saltmarsh, White Plume Mountain—but not a lot of story continuity.
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Old material is rebuilt into a new form, but then it's left without further development. It's new stuff like #RadiantCitadel that gets to blaze new trails under new stewardship, but even that doesn't get followed-up on officially.
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As my buddy @mattcolville says, it's digging through the remnants of earlier cultural works, just revisiting them. From a business perspective, this makes a lot of sense. Running a story in a game line ultimately causes sales to drop off over time.
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So WotC avoids the declining sales tail by making the books one-offs about different things, often things for which people have fond memories, with the occasional new showpiece from a contracted developer. No plot to keep track of!
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For people who are invested in those kinds of game plots, there's the DM's Guild. You really want more Ravenloft? Spelljammer? Eberron? Go to the DMG store. WotC gets a cut of the money but doesn't have to invest the costs in development.
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Essentially, all of the support for a setting-as-game-line is offloaded to the fan community, to people who will do quality work on the cheap because they are invested in the material. They'll do it on a shoestring budget.
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This allows continued production of material for the line without the costly overhead of WotC's internal business, and they reserve the right both to shut down anything damaging to their property, and to take control of anything that's really well received.
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One of the challenges of this model is, eventually you run out of old stuff to revisit. WotC still has a dozen famous modules and settings that they can re-release for 5e, but what comes after that?
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If you haven't built any player investment into your game line, you have to either start building on it, or pivot to something new. We already saw some of this with the publication of Critical Role and Acquisitions Inc. books:
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WotC asked "What do D&D players love right now? What D&D streams do they watch, what are they cosplaying, what are they writing fic for and drawing art for?" They smartly went to the big new properties and said "we'll make you official."
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If you're a small independent publisher of D&D products, though, this means that there is a niche for you! The idea of a story-driven series of adventures and accessories with a continuing, lore-rich plot is one that YOU can do on the DM's Guild.
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As we've seen, people do still love that sort of thing. Folks watch Critical Role and follow the story. Folks still buy and read books about Dragonlance and Drizzt.
There's another bit of wisdom from Matt C. that applies here:
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"You don't have to sell your book to a million people to be successful. You just have to sell every book you publish to like, 400 people."
Big game companies needed to keep selling 10,000+ copies to stay afloat... but if it's just you and a couple friends?
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Someone could make a few nickels by bringing back the story-rich, metaplot-laden publication schedule of adventures without the overhead of publishing via a large studio.
~Fin~
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Hot take: Tolkien’s legendarium has a gnostic bent, in that Morgoth and later Sauron are obsessed with mastery of the material world, but this binds them to it and bars them for connecting with the spiritual.
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When Sauron makes the One Ring, he puts so much of himself into the material that he becomes a creature like the other worldly beings of Middle-Earth—one that can be killed.
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Which is a roundabout way of noting that if you are hung up on the outward, physical appearances of people in Middle-Earth, instead of the spiritual, you are missing the point.
The whole U.S. emphasis on “rugged individualism,” conflated with “personal liberty,” is really a wild form of self-harm crossed with distinct hatred for the disabled.
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At some point, if you aren’t already, you will almost certainly be disabled. You will be in a position in which your continued survival and/or quality of life is directly dependent on how other people interact with you.
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The notion that nobody owes anyone else anything, that asking anyone to accommodate you is a gross affront to their personal liberty, is an alt way to say “I never want to see disabled people,” which of course is another way of saying “Anyone inconvenient to me should die.”
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When I run #Vampire I like to inject a little chaos now and then. Random events that crop up that cause problems for characters. It's not just the conspiratorial, secret world that messes with you; some nights you can't catch a break in the mundane world, either.
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Often I'll pick a character at random and then throw some kind of mortal complication at them: You get summoned for jury duty. A group of urbex teens stumble into your haven and post a TikTok inside of it. Your credit card number is stolen and someone runs up charges.
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These tiny bits of drama remind players that vampires are not of the mortal world, but must still work within it. Often these complications mean having to deal with mortals in ways beyond just killing them. Exsanguinating the bank teller won't get your credit card unfrozen!
#dnd If you're doing overland exploration and you keep forgetting to check for random changes in weather and getting lost, just add 'em to your random encounter table. On an 18-20, something happens: an encounter, a sudden shift in weather, party gets lost, whatever.
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Give 'em a Survival roll to catch that they're off course when they get lost, give the table a roll for "roll twice and combine" so they can have a sudden shift of inclement weather + an encounter at the same time, et voila...
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If you organize your table so that all the creatures are in one section and events in another, you can turn those into a subtable, such as the example previously in which you roll 1d12+8 to force a creature when you roll "signs of creature passage."
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Ok, so this book is an adventure anthology, sorta like 𝘎𝘩𝘰𝘴𝘵𝘴 𝘰𝘧 𝘚𝘢𝘭𝘵𝘮𝘢𝘳𝘴𝘩. Saltmarsh, though, is based on old-school adventures with a loosely-unifying nautical motif. R.C. is a themed book...
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... one that shares the common theme of inspiration from sources that are not usually found in D&D in their home environment. That is, D&D has in the past had adventures with, say, Central American motifs, but typically just for imagery and set dressing of a dungeon.
Y'all remember the Dust Bowl, right? How in the '30s the U.S. heartland was consumed by drought and wind that ripped off the topsoil and turned it into massive dust storms, devastating Oklahoma and neighboring regions?
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That's how we got 𝘛𝘩𝘦 𝘎𝘳𝘢𝘱𝘦𝘴 𝘰𝘧 𝘞𝘳𝘢𝘵𝘩, migration of "Okies" to California, and the images of dust-covered impoverished farmers during the Great Depression. Left a scar on the public consciousness, still showing up in media.
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The Dust Bowl was an environmental disaster of massive proportions. Poor farming practices as farmers expanded their plots to take advantage of rising food prices meant that topsoil became exposed and whipped away by winds during a period of drought.