Dungeons & Dragons ’Evolution in Pants Comleta in D&D direct

There has been a remarkable change in the way in which Wizards of the Coast sees and presents calabozos and dragons. This is not exactly a revealing statement for those who closely follow the game franchise/budding entertainment, but D&D Direct of the Last week he provided more information about how Wizards of the Coast is changing his approach to the game, with a change of nostalgia-focused products that redo or revisited great characters and places in the products, even products inspired by nostalgia and the past, but that approached the game of new and different ways.

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When Wizards of the Coast first launched Dungoons & Dragons fifth edition in 2014, the company's launch program was deliberately slow, with emphasis on visiting the classic adventures and the villains that developed mainly in Forgotten Realms. The first adventures were renewed versions of classical adventures (such as _fríncipes of the apocalypse rechipment _The temple of the elementary evil Strahd, Tiamat and a group of demon lords).

Wizards began to slowly pass its "higher level" approach to D&D in 2017 with the launch of _tumba of the annihilation, _ an adventure that presented a new version of the classic Tomb of Horror dungeon, but also focused on the region Forgotten Realms de Chult. The subsequent adventures served to highlight specific areas, with Waterdeep, Icewind Dale and Baldur’s Gate, all receiving sections in the style of a geographical dictionary in adventures. As the adventures changed to darker villains (with the minor goddess Auril and Archi-Diablo Zariel, both subjects of adventures in recent years), those D&D campaigns seemed to serve as reintroductions of key parts of the forgotten kingdoms.

At the same time, Wizards of the Coast also began to bring back the campaign scenario books, first with the guild of the guild to Rávnica_ and eberron: resurgence from the last war. As a test subject for Wizards: Ravnica showed that Wizards could successfully cross its _magia: the meeting and the D&D brands (to date, Wizards of the Coast has published three D&D consultation books focused on magia: the meeting adjustments), while Eberron seemed to try the waters as to whether the growing TTRPG market had appetite for the other D&D worlds. Eberron was a great test subject in several ways: the world was radically different from Forgotten Realms in several aspects, it had an unconditional and dedicated fans base, and had a lot of existing tradition that did not need many adjustments to present a modern again. audience. He showed that Forgotten Realms did not need to be the only scenario for D&D: other existing worlds had a place with the growing fans base of the game.

In 2020, Ray Winninger was hired as the new D&D Design Studio director. For this point, calabozos and dragons It was more popular than what had been at any time in its history, thanks to its set of fifth edition easy to use, sets of digital tools such as D&D Beyond and Roll20 that increased their ease of use, as well as a wide exposure of programs such as Shosas strange and popular series of "we are going to play" as a critical rol. It also seemed to have some fatigue with forgotten realms and the types of stories and themes it provided. Fans wanted more D&D books, but they also looked for more than they could do with the game itself.

At the beginning of 2021, Winninger noticed that there were several developing products that would visit several classical D&D campaign configurations again. The launch of 2021 Guía de Van Richten for Ravenloft provided a kind of template of how Wizards would present these new configurations. Guía de Van Richten for Ravenloft focused on the aspects of terror of the franchise, and much of the tradition of that kingdom was ruled out in favor of a new approach that saw each Domain of Draad represent a different subgenre of terror. While the iconic lords of Ravenloft's darkness were still present, many reinvented themselves to adapt to these different subgenres instead of being pastiches of different types of classic horror monsters. This was still "Ravenloft", but it was a reinvented Ravenloft to meet the needs of the D&D players base.

Now we are seeing that "reimagination" reaches two other classic campaign configurations. Earlier this month, Wizards announced that it was developing new products Spelljammer and Dragonlance. Just as Ravenloft emphasized the horror aspects of that campaign scenario, both Spelljammer and Dragonlance are being re -stuffed on different topics. Spelljmer seems to be receiving an important facewashing, with the fusion of the stage with the astral sea and the elements of coat adventures and swords emphasized. The Dragonlance approach seems to be in the large -scale war, with an adventure that takes place explicitly during the spear war and a board game that simulates a war on a military scale.

It is not clear how much change is being made in each configuration (Wizards has noticed that the past stories of Dragonlance will not be "invalidated" by the new product, but at least some aspects of Spelljammer are being changed), but it seems that Wizards is tied different Types of topics and campaign styles for different scenarios. This does not necessarily invalidate the previous versions of these campaign configurations, but take advantage of them in different ways by emphasizing the "styles" of the campaign instead of simply giving different world players with different knowledge. Each world is being sculpted to provide different "types" of campaigns, aimed at attracting different types of players. We saw an early example of this with last year - the wild beyond the light of the witches, _ that tried to demonstrate that the heavy D&D in combat did not need a constant fight in a long -term campaign.

At the same time, we have also seen a change in the way Wizards of the Coast addresses its anthology releases. Both things of the portal that yawns_ and fantasmas de Saltmarsh were in essence reprints of ancient D&D adventures, updated with statistics blocks and rules 5e. But with the launch of _ Mysteries of the candlestick_ and the next viajes by the radiant citadel, _ now we are seeing anthologies with new adventures, written by a group of diverse writers. Once again, these adventures intend to reflect the different ways in which D&D can be played. _Mysteries of the candlestick emphasized the mystery plots, while _viajes by the radiant citadel Eurocentric.

With D&D Direct, we are seeing more and more signs that Wizards of the Coast wants to emphasize the diversity of what calabozos and dragones can be. It is a game system that can be used in different ways to tell different types of stories. Although the game is still more associated with the exploration of dungeons and the fight against monsters, we are seeing that Wizards of the Coast uses its configuration and releases to show that _calabozos and dragons It is much more than dragons and dungeons. They can be stories of horror, fantasy, cape and sword or epic of war. And by taking advantage of the configuration of previous campaigns, at the same time it gives fans what they want and at the same time find ways of interpreting those worlds in new ways.

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