| Post/Author/DateTime | Post |
|---|---|
| #1edwin_suJul 04, 2014 13:16:21 | http://www.thetomeshow.com/e/mike-mearls-on-5e-dd-tome-239/
Interview with Mike Mearls.
feel free to discuss. |
| #2NicodaudelJul 04, 2014 16:01:27 | +1 Thanks for posting this link, Edwin. I'm looking forward to hearing what Mearls has to say and will post again once I have a chance to listen. |
| #3PromJul 04, 2014 17:21:06 | Thanks, edwin_su. I will enjoy checking it out when I get a chance. |
| #4NicodaudelJul 04, 2014 20:51:20 | I always listen to podcasts at least twice to make sure I don't miss anything, but on first listen, a couple-three things in particular jumped out at me . . .
First, Mearls emphasized the importance of accounting for complexity creep among current tabletop RPGs - not that complexity is inherently bad but that long-time gamers forget how steep the learning curve for first-timers can be. The Starter Set is designed to lower that barrier of entry by providing only enough rules to run the included adventure (Lost Mine of Phandelver). The Basic Rules are envisioned, then, as a bridge from the Starter to the other print products (PHB, MM, DMG), providing enough rules expansion for those who are satisfied with something along the lines of the Starter but also inviting those with more interest into the wider D&D RPG line.
Second, while the Forgotten Realms provide the setting for the Starter and the Tyranny of Dragons storyline, they aren't hardcoded into the rules system. In the "core three" rulebooks, the Realms are used more to provide a specific framework within which the visual identity of various game elements can be realized. It's easier to illustrate the specifics of characters, monsters, etc. when the details of a particular setting can be used as a point of reference. The Realms are also used for rules examples but never exclusively so.
Third, and related to my second point, as much time and energy was spent on the visual design and identity of the PHB, MM, and DMG as on the rules themselves, including page layout, the amount of artwork, etc. That focus reflects the need to compete with more immersive forms of entertainment like videogames and movies. Mearls's comments jibe with Greg Bilsland's comments in the Starter Set unboxing video about taking a cue from website design in making everything more accessible, visually straightforward, etc.
A few other things came up here and there, including additional details about the playtest (process and feedback) and the partnerships with outside partners like Kobold Press (Tyranny of Dragons adventures) and Trapdoor Technologies (Project: Morningstar). But most of it was information we've heard/read before. |
| #5RamzourJul 05, 2014 3:17:56 | Thanks for posting this! It was a very good listen. I always love to hear insight into their design process. It helps me better understand the game. |
| #6Plaguescarred1Jul 05, 2014 3:45:47 | I enjoyed the interview ! He covers a great deal of subject from product to content... |
| #7Emerikol.Jul 05, 2014 5:19:22 |
|
| #8NicodaudelJul 05, 2014 14:21:03 | One final thing I found interesting, especially after a second listen . . . When asked what he thought would be the most surprising to people, Mearls pointed to (a) the core books' visual design - see my post above - and (b) the rules' modularity. Regarding the second point, he indicated there will be wider breadth within classes - range of options, simple to complex builds, etc. - and more opportunities to hack various parts of the rules. He seemed confident, even adamant, that the degree of modularity would be well beyond what people have expected, particularly "skeptics" (his word) who have been critical of R&D for promising too much or giving up on modularity as the cornerstone of 5e. |
| #9MechaPilotJul 05, 2014 16:38:46 |
|
| #10NicodaudelJul 06, 2014 10:47:22 |
|
| #11MechaPilotJul 06, 2014 14:45:52 |
|
| #12NicodaudelJul 06, 2014 15:15:13 |
|