Just to make a clear statement, since I've got a podcast talking about #DnD5e with @orikes13 and @Thelight101, I love D&D 5e. It's my favorite iteration of the game so far. We started the podcast because we love the game and have fun playing it.
I am not going to support WotC until they take steps to make their position less hostile to the community and more permanent. But I've still got a lot of material, and I'm still looking forward to a lot of exciting 3rd party material.
If you look at the campaigns I've run in D&D 5e, outside of running games for the Adventurers League, I've run Storm King's Thunder, then run a campaign of my own set in @KoboldPress' Zobeck.
After that, I ran a campaign using the Tales of the Old Margreve adventure anthology, also in KP's Midgard. I ran a campaign using @Fafhrd881 and @encodeddesigns' Streets of Avalon setting.
My current campaign is set in KP's Mharoti Empire, and I already know that I want my next campaign to use @seasofvodari.
The majority of monsters I have used since SKT have been from Kobold Press and @TheOnyxPath's Creature Collection.
I've modified subsystems from Adventures in Middle-earth and @FreeLeaguePub's Ruins of Symbaroum 5e adaptations.
I have been really happy with the subclasses presented in the official WotC material. Fizban's Treasury of Dragons was a major inspiration in my current campaign, and I'm using material from that book.
I think the tweaks to group skill checks introduced in Ghosts of Saltmarsh are great, and should have appeared in more products. The supernatural environment's from Tasha's are a great addition to the rules, as are group patrons.
Ever since the book as come out, I've been trying to work some kind of cross-planar shenanigans with Strixhaven into a game. I also really want to use Radiant Citadel as a location.
As far as adventure content, Strixhaven has had some of the most novel additions to a campaign structure, and Journeys Through the Radiant Citadel and Dragonlance Shadow of the Dragon Queen are both some of the best adventures/anthologies that 5e has produced.
I'm saying all of that to say that while I can't endorse WotC products at the moment, it's not for a lack of quality. The last few years have produced some amazing books, from some amazing designers and editors.
But I'm also saying, at least for the moment, while there are still 3pp in the pipeline, it's really easy to still have enthusiasm for using 5e for my campaigns. I don't want to ignore the hard work that many 3pp are putting into their OGL products.
So I'm not planning on leaving my 5e gaming in the past just yet. I'm not planning on abandoning the podcast I do with very fun and talented people. But I'm also not going to forget what WotC management has done to destroy the goodwill of the community.
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I was skeptical about the 1.1 document until the Kickstarter semi-confirmation came, but I just sat down and read it today, and I'm more upset now, not because there were things I didn't know about, but because of how it was expressed.
One thing that adds credence to this document is that some of the language is very similar to what was published in the D&D Beyond article about this. Just with a lot more . . . dndbeyond.com/posts/1410-ogl…
The pervasively annoying thing done throughout the document is regressing to gamers talking to gamers language, after slamming you with hard legal language about royalties and revoked licenses.
I have no special knowledge about the situation, but I would guess part of what might have led to something like the 1.1 leaked draft being created, when viewed in light of the "under-monetized" narrative, revolves around three things.
1. Video Games
While D&D has had numerous well-received video games, for some reason WotC/Hasbro keeps trying to make "brand" video games that intentionally aren't traditional CRPGs.
Seeing other video games that use OGL elements making money and being successful has to send up a flag for executives that are looking for where you have perceived "bleeding" from your own profits.
So I'm seeing a lot of Monolithic "WotC doesn't want to do this" or "WotC doesn't care about this" comments in regard to a lot of trending points of conversation, and I think, once again, it's important to point out "WotC" in these instances isn't a monolith.
The people in charge of the profitability of the company have their goals, the people in charge of marketing the brands of D&D and Magic want certain things, and they want those things in context of the brands, not the specific games.
The people in charge of the actual game development and the success of the specific games want different things than all of those other folks, and have to balance those desires against what gets set as a company priority.
Reading some commentary on Banishment to day got me thinking about the classic trope of banishing something to another dimension, and how to express that in #DnD5e
The tricky thing is, banishment in most stories isn't a "the caster snaps their fingers, says a word, and their gone" kind of thing. I may have recently been reminded of this watching the Willow series on Disney Plus.
On one hand, you could fix this by just making the casting time longer, but having one spellcaster in the group dedicating their action to casting a spell for a longer period than most fights take doesn't seem like fun, or fit the playstyle.
Finally, finally got to play #DnD5e again tonight after being sick last time around. I'm probably going to jinx myself, but I'm feeling pretty good right now. At any rate, we had a few developments.
The PCs were trying to free a group of clerics that had been kidnapped by zealots of Ba'al, and each of the clerics had a magical trapped lock on them based on the Arcana of the Deck of Many Things.
Each cleric had a card's symbol that was antithetical to their religion showing, and they needed to be moved to the opposite of those symbols in order to free the cleric without triggering the trap.
I've finished Chapter 7: Siege of Kalaman, which is the final "adventure" chapter of the book. One note, this can be a little confusing, because this isn't the Siege of Kalaman as described in the Dragonlance Chronicles, but an earlier point in the War of the Lance. "A" Siege.
Essentially, the PCs need to be able to infiltrate a location, but while they are waiting to have the means to do that, they end up encountering various elements of Red Dragonarmy forces that need to be repelled. In general, I like all of these encounters.
It does follow that same format that I'm not a fan of from previous chapters, where you have a list of encounters, and are told to run however many you want. But I can live with that, because I like them.