I'd do what might seem the hardest thing: leave it well alone! The biggest draw is it's straightforward simplicity and openness for referees to do what they want. Adventures are a different matter. Adventures using the rules and bestiary without too many new things can keep people going and attract new customers. Campaigns based purely underground can work really well. There's no reason why an Arden Vul type mega dungeon couldn't be done with WBDA.
Dungeon generation and premade dungeons. I think the beauty of dungeon adventures is that it DOESNT have the plethora of options that white box cyclopedia has. If you bolt on too much it just becomes the same thing.
Based on your previous description of the upcoming WB:DA expanded edition I would be pretty content with just that. I am not one for races and classes beyond the traditional. Maybe some adventures.
After perusing the magic items Bladesof Power, I'd like to see more magic items, but weird stuff. Some of the items in BoP have story hooks built into them. Sentient swords are always fun...
Perhaps a minimalist wilderness themed White Box of this concept would be beneficial, as our hobby is in dire need of such an addition to exploration pillar.
Rules for creating a hub town! If the core gameplay cycle of WB:DA is "town-to-dungeon-to-town" the town part does a lot of work. Is there a sage? Someone to identify magic items? A cleric who does resurrection? How much should any of that cost? You don't have to go full Downtime and Demesnes, but I find the hardest part of designing a Dungeon Adventures campaign is figuring out the downtime part of the loop, and figuring out how to justify the existence of a hub that exists in between all these lairs and ruins without it feeling like something that is there just because it "has" to exist just to justify gameplay.
There are of course plenty of other OSR products that cover this, but if the goal is to make this game self-sustaining, a template or example hub-town, maybe with a map showing how its connected by roads or trails to nearby sites that the DM can use your rules for procedural dungeon generation on would be great.
I don’t care much for classes or magic items but some solid support in the area of adventures, locations, a Mini-campaign, etc. we’ve been playing the material that level 3 dork has posted on his sub but could always use more. Perhaps something that strays out of the vanilla territory.
I'd do what might seem the hardest thing: leave it well alone! The biggest draw is it's straightforward simplicity and openness for referees to do what they want. Adventures are a different matter. Adventures using the rules and bestiary without too many new things can keep people going and attract new customers. Campaigns based purely underground can work really well. There's no reason why an Arden Vul type mega dungeon couldn't be done with WBDA.
Thank you. I needed to hear this.
You created rules for dungeon crawling.
Now we need dungeons to crawl in.
Also, a few optional classes would be cool, and as Ivo says, magic items.
Dungeon design tables. Or if not random, help us make deliberately decent dungeons.
Dungeon generation and premade dungeons. I think the beauty of dungeon adventures is that it DOESNT have the plethora of options that white box cyclopedia has. If you bolt on too much it just becomes the same thing.
Dungeons, dungeons and more dungeons!
Based on your previous description of the upcoming WB:DA expanded edition I would be pretty content with just that. I am not one for races and classes beyond the traditional. Maybe some adventures.
After perusing the magic items Bladesof Power, I'd like to see more magic items, but weird stuff. Some of the items in BoP have story hooks built into them. Sentient swords are always fun...
Perhaps a minimalist wilderness themed White Box of this concept would be beneficial, as our hobby is in dire need of such an addition to exploration pillar.
Damn good idea.
Dungeons. Adventure locals. Places to take adventurers.
Rules for creating a hub town! If the core gameplay cycle of WB:DA is "town-to-dungeon-to-town" the town part does a lot of work. Is there a sage? Someone to identify magic items? A cleric who does resurrection? How much should any of that cost? You don't have to go full Downtime and Demesnes, but I find the hardest part of designing a Dungeon Adventures campaign is figuring out the downtime part of the loop, and figuring out how to justify the existence of a hub that exists in between all these lairs and ruins without it feeling like something that is there just because it "has" to exist just to justify gameplay.
There are of course plenty of other OSR products that cover this, but if the goal is to make this game self-sustaining, a template or example hub-town, maybe with a map showing how its connected by roads or trails to nearby sites that the DM can use your rules for procedural dungeon generation on would be great.
I would not mind any of those, but maybe magical items would be cool to see next.
I don’t care much for classes or magic items but some solid support in the area of adventures, locations, a Mini-campaign, etc. we’ve been playing the material that level 3 dork has posted on his sub but could always use more. Perhaps something that strays out of the vanilla territory.
Classes, alternate spell systems