Thank you.
I do.
I value that sort of thing, and being able to populate a caravan with interesting items rather than just muttering “ummm it’s full of boxes of generic trade goods.” Knowing what a region produces and where it would sell well.
Everywhere is an hyberbole, but yeah, I need details. The reason the FR became so popular was that the Old Grey Box was a very lenghty and detailed sandbox. It was different from say DragonLance that was just too tied up with the novels. The OGB sparked imagination, some of the work was already for you and, more importantly, it gave you the desire to explore the setting.How much do you really need? It's a giant city covering an entire world, do you really need detailed locations for everywhere you might go?
You misunderstand.
If I am DMing, I will figure those things out.
If I am playing, the DM will figure those things out.
I disagree.
Because you could procedurally generate Guilds as well. Heck, you can procedurally generate an entire setting. I have a 2nd Edition book dedicated to just that.
But that’s not what I want from a campaign setting. I want established lore that makes me want to use cool evocative locations. Iconic signature locations with ties to the history of the setting.
I want to read about an ancient cathedral with a mysterious pillar in the heart. A statue dedicated to an individual that appears in no history books. A famous inn built into the tower of a famous wizard. Stuff that gives me ideas for stories.
Random tables? Yaaaawwn.
I do.
I value that sort of thing, and being able to populate a caravan with interesting items rather than just muttering “ummm it’s full of boxes of generic trade goods.” Knowing what a region produces and where it would sell well.
Everywhere is an hyberbole, but yeah, I need details. The reason the FR became so popular was that the Old Grey Box was a very lenghty and detailed sandbox. It was different from say DragonLance that was just too tied up with the novels. The OGB sparked imagination, some of the work was already for you and, more importantly, it gave you the desire to explore the setting.
Ravnica doesn't give a sandbox or a constrained setting. It just throws a few locations on the table and then says "Guilds!" over and over again.
Guilds are going to ware out fast, as people will find them restrictive and they generate conlict between players. The guilds elements will be left to the NPCs and eventually just abandonned cause it they will get repetitive. What will be left from this "settings" when the novelty of guilds will have worn out? Not even MtG iconic cards in D&D format.
Any reason to think that might not be in here...? The book details the entire geography of the setting as exists in the fiction, which is about 20 pages worth. Beyond that, the unique nature of the Guilds is the actual point. It might not be what you are looking for, but it is what it is. The institutions are the setting, not places.
Yes, I know. It is a D&D product that adapts MtG material as it is advertized. Yet the MtG content is lacking. It just containt guilds that will be forgotten soon. This book is a missed opportunity to enrich D&D and player experience with MtG iconic spells, magical items, monsters, NPCs and location. Just like how D&D IP turned into MtG cards would enrich MtG.
It's both and they are tied to each other.
The Guilds themselves, as narrative entities, are what holds interest in the setting: all locations on the planet are related to and mainly controlled by them. Check out the Lore videos, I think it is the identities of the Guilds that you are not looking at here. The Magic rules elements are interesting in that they allowed for the creation of very different than normal archetypes, sure h as the ghost-controlled Bank-Church of the Orzhav Syndacite, or the Gulgari.