I think that's a decent question. It kind of depends on what you mean.
I agree with Matt's statement in his recent "So your D&D edition is changing" video. In short, when you move to a new edition, just move to a new campaign. It just works so much better. You're not forced to start in the middle of the new game's progression without a sense for how the game works, while the early progression of most TTRPGs has some onboarding built-in to it.
Really, though, I don't want to encourage tables to force their players to keep playing the character they were excited about in the old game. I want them to start out playing what excites them about the MCDM RPG. I think that stands a better chance of hooking the player.
So if by "conversion guide" you mean "I want to convert my existing campaign and characters to the MCDM RPG" then I think... no, I wouldn't really want that. I fear that might lead to some misunderstanding that everything you do in a d20 family game should be something you do in the MCDM RPG. I don't believe that is the intent, while at the same time I think Hasbro is very interested in making D&D be The Everything Game. So D&D is going to have people who really want Shadowdark and people who really want Pathfinder 2e and people who really want MCDM RPG. Those are all games with more clear visions for what type of game they are than anything that D&D has released in a decade.
On the other hand, if you mean short-hand play aids for experienced players coming from the d20 game families? Like what to expect, why it's different, why you'd be interested in changing, and how to sell it to your table? Yeah, I can see a short guide like that working. I also remember going to Savage Worlds and not really understanding what to do until we had the famous Combat Survival Guide, which was just a cheat sheet for actions you should be taking in combat under certain situations. Kind of a beginner's "how do I?" for SW combat. Hopefully MCDM RPG will not have the issues that SW did that made it just a little obtuse the first time you sit down with it, but I could see it being useful.
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I think that's a decent question. It kind of depends on what you mean. I agree with Matt's statement in his recent "So your D&D edition is changing" video. In short, when you move to a new edition, just move to a new campaign. It just works so much better. You're not forced to start in the middle of the new game's progression without a sense for how the game works, while the early progression of most TTRPGs has some onboarding built-in to it. Really, though, I don't want to encourage tables to force their players to keep playing the character they were excited about in the old game. I want them to start out playing what excites them about the MCDM RPG. I think that stands a better chance of hooking the player. So if by "conversion guide" you mean "I want to convert my existing campaign and characters to the MCDM RPG" then I think... no, I wouldn't really want that. I fear that might lead to some misunderstanding that everything you do in a d20 family game should be something you do in the MCDM RPG. I don't believe that is the intent, while at the same time I think Hasbro is very interested in making D&D be The Everything Game. So D&D is going to have people who really want Shadowdark and people who really want Pathfinder 2e and people who really want MCDM RPG. Those are all games with more clear visions for what type of game they are than anything that D&D has released in a decade. On the other hand, if you mean short-hand play aids for experienced players coming from the d20 game families? Like what to expect, why it's different, why you'd be interested in changing, and how to sell it to your table? Yeah, I can see a short guide like that working. I also remember going to Savage Worlds and not really understanding what to do until we had the famous Combat Survival Guide, which was just a cheat sheet for actions you should be taking in combat under certain situations. Kind of a beginner's "how do I?" for SW combat. Hopefully MCDM RPG will not have the issues that SW did that made it just a little obtuse the first time you sit down with it, but I could see it being useful.