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<blockquote data-quote="Yaarel" data-source="post: 7435186" data-attributes="member: 58172"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6822731" target="_blank">flametitan</a></u></strong></em>. Adventures should be setting specific. Some are specifically for Forgotten Realms. Some are specifically for Dark Sun. And so on. DMs can use Advanced D&D core rules to modify the adventure. Many DMs develop a homebrew setting, and might modify the adventure to make it suitable for a region within their own setting.</p><p></p><p></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=205" target="_blank">TwoSix</a></u></strong></em>. I agree, the 5e design model is financially successful, so far. The strategy of ‘bigger but fewer choices’ with baked-in setting flavor, makes a vivid ‘feel’ that is conducive to corporate branding, for brand recognition, movie licenses, and so on. Also, the fewer but salient options are helpful for beginner players, and newbies are how to ‘grow’ a brand.</p><p></p><p>The ‘D&D’ setting is Forgotten Realms, but modified to port in Greyhawk (races), Planescape (great wheel cosmology), and even some 4e Nentir Vale (fey and shadow cosmology, and tiefling and dragonborn races). This baked-in setting flavor is the ‘branding’.</p><p></p><p>On the other hand, many veteran players are growing impatient with the lack of support for other settings, and the scarcity of character customization options. So, some players are less happy with the status quo.</p><p></p><p>The proposal in this thread, allows WotC to keep ‘D&D’ as a ‘Setting’ for brand recognition. At the same time, ‘AD&D’ strives to meet the needs of other players.</p><p></p><p></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6822731" target="_blank">flametitan</a></u></strong></em>. Regarding 2e, I never used a 2e official setting. Players who are more familiar will need to add their insights here. My impression is. 2e has ‘Setting D&D’ with a choice of independent settings. But then 2e lacks ‘Advanced D&D’ in the sense of a systematized unifying rule set. The early editions of D&D were an ad-hoc patchwork of conflictive rules. Each setting had its own workable rule set, and evolved to the point of becoming less *mechanically* compatible with rules of other settings. For 5e, ‘AD&D’ would be a unifying rule set that would include and systematize all mechanical options from all official settings. So it is easier to import a mechanical feature from one setting into an other setting, by consulting the AD&D core rules.</p><p></p><p></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=54629" target="_blank">pukunui</a></u></strong></em>. As an aside. I see AIME as an ideal for what ‘Setting D&D’ can look like. (Adventures in Middle Earth, for 5e, by Cubical 7.) AIME repurposes the 5e mechanics to craft a specific setting for a specific playstyle. It has its own cosmology, unrelated to Forgotten Realms/Planescape. It has its own limited assemblage of races (cultures), classes, backgrounds, and feats (cultural virtues), that are crafted for the flavor of the AIME setting. It continues to add accessory books that carefully expand the AIME setting. It adds some new options, but only if working well for the setting, and the new books never cancel out previous options.</p><p></p><p>If AIME was a WotC setting product, then the AD&D core rules would update with any new *mechanical* options that an AIME book made available, but without its setting flavor. So options in one setting become doable for an other setting.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7435186, member: 58172"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6822731"]flametitan[/URL][/U][/B][/I]. Adventures should be setting specific. Some are specifically for Forgotten Realms. Some are specifically for Dark Sun. And so on. DMs can use Advanced D&D core rules to modify the adventure. Many DMs develop a homebrew setting, and might modify the adventure to make it suitable for a region within their own setting. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=205"]TwoSix[/URL][/U][/B][/I]. I agree, the 5e design model is financially successful, so far. The strategy of ‘bigger but fewer choices’ with baked-in setting flavor, makes a vivid ‘feel’ that is conducive to corporate branding, for brand recognition, movie licenses, and so on. Also, the fewer but salient options are helpful for beginner players, and newbies are how to ‘grow’ a brand. The ‘D&D’ setting is Forgotten Realms, but modified to port in Greyhawk (races), Planescape (great wheel cosmology), and even some 4e Nentir Vale (fey and shadow cosmology, and tiefling and dragonborn races). This baked-in setting flavor is the ‘branding’. On the other hand, many veteran players are growing impatient with the lack of support for other settings, and the scarcity of character customization options. So, some players are less happy with the status quo. The proposal in this thread, allows WotC to keep ‘D&D’ as a ‘Setting’ for brand recognition. At the same time, ‘AD&D’ strives to meet the needs of other players. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6822731"]flametitan[/URL][/U][/B][/I]. Regarding 2e, I never used a 2e official setting. Players who are more familiar will need to add their insights here. My impression is. 2e has ‘Setting D&D’ with a choice of independent settings. But then 2e lacks ‘Advanced D&D’ in the sense of a systematized unifying rule set. The early editions of D&D were an ad-hoc patchwork of conflictive rules. Each setting had its own workable rule set, and evolved to the point of becoming less *mechanically* compatible with rules of other settings. For 5e, ‘AD&D’ would be a unifying rule set that would include and systematize all mechanical options from all official settings. So it is easier to import a mechanical feature from one setting into an other setting, by consulting the AD&D core rules. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=54629"]pukunui[/URL][/U][/B][/I]. As an aside. I see AIME as an ideal for what ‘Setting D&D’ can look like. (Adventures in Middle Earth, for 5e, by Cubical 7.) AIME repurposes the 5e mechanics to craft a specific setting for a specific playstyle. It has its own cosmology, unrelated to Forgotten Realms/Planescape. It has its own limited assemblage of races (cultures), classes, backgrounds, and feats (cultural virtues), that are crafted for the flavor of the AIME setting. It continues to add accessory books that carefully expand the AIME setting. It adds some new options, but only if working well for the setting, and the new books never cancel out previous options. If AIME was a WotC setting product, then the AD&D core rules would update with any new *mechanical* options that an AIME book made available, but without its setting flavor. So options in one setting become doable for an other setting. [/QUOTE]
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