I posted a rumor link on this last night, and removed it because I wasn’t sure of the source; looks like we have a firm source about it now, though, guess project sigil is effectively dead.
I posted a rumor link on this last night, and removed it because I wasn’t sure of the source; looks like we have a firm source about it now, though, guess project sigil is effectively dead.
Yeah, that still sounds terrible. Something about the game anchoring the players imagination to the easy assets is just upsetting to me in a gut deep level.
My old in-person group, we’d just use coins and stuff. The pennies are zombies and the quarters are necromancers. I feel like any time spent fussing with the platform itself instead of the game is a negative, and Sigil sounds like maximum fussiness.
@jjjalljs@ttrpg.network Sigil was a project to double-down on ecosystem lock-in and introduce microtransactions into the game at a time where online play was/is ballooning. And it probably had a lot of potential to achieve those things, if not for Hasbro’s seemingly constant refocusing and shifting short term goals.
It’s good for the hobby that it’s DOA, but being so dismissive of it because it’s not something you personally see value in just kind of sounds like burying your head in the sand to the very real changes the hobby has been undergoing since lockdowns started five years ago.
Sigil had the potential to not just lock players into the D&D Beyond ecosystem (even more so than Beyond already does), but also to be a poison pill against homebrew in general.
It would have been a Curse of Strahd machine. Something that has full support for official moduals and rulebooks, and functionally no support for anything else. And there was a very, very, very real chance that it would have worked.