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Originally Posted by Shemeska Large portions of the world are simply no longer there. Excised. Deleted. |
"They're just pining for the fjords!"
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Originally Posted by Shemeska The biggest impact on PCs however is that because of the timejump and the slew of changes, there's no easy way to transition PCs from a 3e FR campaign into a 4e one. (...) The 4e Realms are effectively a new campaign setting compared to the 1e/2e/ 3e Realms. |
Agreed. And honestly, the whole
FR quest-dynamic has changed so much, from uber-NPCs asking PCs to do errand quests (in 3.x) into a grim PoL "you're on your own" kinda thing, that transitioning plots would be really tough even if PCs were expected to have survived.
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Originally Posted by SpydersWebbing I own both, and they're both fantastic. I don't think of the two books (Campaign Guide and Player's Guide) as seperate entities, but two halves of the same coin. The books are obviously designed to be played with, which is a huge plus. A lot of people don't like the "lack" of detail, but considering how cluttered everything was before I found it nice that I actually had room to design an adventure. |
We once played some Star Wars RPG games, and my group's flavor lawyers (aka "canon lawyers", "fan•atics", "guys who can actually translate Shryyyyyyyywook", etc.) detracted from the experience. It's not that they were jerks about it or anything, but I could see them mentally gnashing their teeth whenever the GM flubbed up some point of Star Wars lore, or got creative in a manner that (unknowingly) contradicted the aforestated lore. It reduced their fun, and I think that served to inhibit the GM.
Just as System Mastery has come under criticism for rewarding a minority of players,
IMHO we saw previous editions of
FR reward a minority of DMs who could achieve Setting Mastery. It's nice to see both forms of SM scaled back.
Cheers, -- N