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<blockquote data-quote="Infernal Scribe" data-source="post: 4311978" data-attributes="member: 52521"><p>4e is no way like WoW. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>As for settings, the FR campaign setting book hasn't even came out yet, so I've hold my judgement til it does. As for old school FR, I ran a few campaigns in that setting and the main focus of any campaign should be the PCs. You're telling the story, they're the key characters of the stories, the NPCs are just guest stars that are making a cameo in your story. </p><p></p><p>Most of the time, half of the players won't even know who the NPC is, unless they're a certain drow with two scimitars with a alignment issue or a old sage from a little farming town that has a harem of seven silver haired ladies that he helped raised and had a little something something with. </p><p></p><p>The deities of the FR setting are pretty much like the Greek Gods of old, watch lots of Zena or the Adventure of Hercules for inspiration, and ya got the FR Pantheon pretty much. </p><p></p><p>There are tons of adventures and stories that can be told in the FR setting, despite the other group of adventurers running amok. Like Bard's Tale, <em>The future of the town hung in the balance. And who was left to resist? Only a handful of unproven young Warriors, junior Magic Users, a couple of Bards barely old enough to drink, and some out of work Rogues. You are there. You are the leader of this ragtag group of freedom fighters. Luckily you have a Bard with you to sing your glories, if you survive.</em></p><p></p><p>________________________________________</p><p></p><p>As for the design philosophy behind some of the monsters. I understand the direction they went with. The elemental archons are pretty much the followers of the fallen Elder Elemental God of Evil (*cough, Greyhawk reference, cough*) or evil elemental princes of old lore. The reason why they're included in the monster manual and CE, is mainly because they're adversaries and they want to keep things simple. Compare to some of the more odd elemental monsters that had really bizarre ecologies and backgrounds (planescape monstrous compendium 2, and you understand what im talking about). </p><p></p><p>As for the other monsters, its up to you as the DM to make up their origins and fluff about them in my opinion, because whatever you make up will more likely than else be better than what is provided for you. The monster manual is pretty much a guideline, the rest is up for the DM to design for his setting or to modify if he/she purchases modules to run. </p><p></p><p>As for Eladrin being PCs, they're always been PC playable. 3e Savage Species/Planar's Handbook to 2e Warriors of Heaven. It should only irk DMs that prefer their setting to be Tolkien (they only want hobbits, pretty elves, scottish accent dwarves, tanis half-elven, 101 flavor human who is the dominate race of the campaign, travelosity gnome, and the questionable half-orc with its non-PG birth) compare to the DM that allows a adventuring party consisting of two dragon hatchlings, a half-dragon half-diamond golem mongrel, a trumpet archon, a whisper gnome, a planar displaced elf, and the 101 flavor human who always carries a towel with him and never panics. </p><p></p><p>And like any edition, what you don't like, you bring back and update for the setting. (examples include: all the 3e fansites out there of old settings) Or stick with the edition your happy with. </p><p></p><p>For technical DMs that like design, they're going to dissect it and take it apart and use what they like. For the campaign/follow the novels/diehard DM, they're going to wait until better story fluff is developed or develope their own story fluff.</p></blockquote><p></p>
[QUOTE="Infernal Scribe, post: 4311978, member: 52521"] 4e is no way like WoW. ;) As for settings, the FR campaign setting book hasn't even came out yet, so I've hold my judgement til it does. As for old school FR, I ran a few campaigns in that setting and the main focus of any campaign should be the PCs. You're telling the story, they're the key characters of the stories, the NPCs are just guest stars that are making a cameo in your story. Most of the time, half of the players won't even know who the NPC is, unless they're a certain drow with two scimitars with a alignment issue or a old sage from a little farming town that has a harem of seven silver haired ladies that he helped raised and had a little something something with. The deities of the FR setting are pretty much like the Greek Gods of old, watch lots of Zena or the Adventure of Hercules for inspiration, and ya got the FR Pantheon pretty much. There are tons of adventures and stories that can be told in the FR setting, despite the other group of adventurers running amok. Like Bard's Tale, [I]The future of the town hung in the balance. And who was left to resist? Only a handful of unproven young Warriors, junior Magic Users, a couple of Bards barely old enough to drink, and some out of work Rogues. You are there. You are the leader of this ragtag group of freedom fighters. Luckily you have a Bard with you to sing your glories, if you survive.[/I] ________________________________________ As for the design philosophy behind some of the monsters. I understand the direction they went with. The elemental archons are pretty much the followers of the fallen Elder Elemental God of Evil (*cough, Greyhawk reference, cough*) or evil elemental princes of old lore. The reason why they're included in the monster manual and CE, is mainly because they're adversaries and they want to keep things simple. Compare to some of the more odd elemental monsters that had really bizarre ecologies and backgrounds (planescape monstrous compendium 2, and you understand what im talking about). As for the other monsters, its up to you as the DM to make up their origins and fluff about them in my opinion, because whatever you make up will more likely than else be better than what is provided for you. The monster manual is pretty much a guideline, the rest is up for the DM to design for his setting or to modify if he/she purchases modules to run. As for Eladrin being PCs, they're always been PC playable. 3e Savage Species/Planar's Handbook to 2e Warriors of Heaven. It should only irk DMs that prefer their setting to be Tolkien (they only want hobbits, pretty elves, scottish accent dwarves, tanis half-elven, 101 flavor human who is the dominate race of the campaign, travelosity gnome, and the questionable half-orc with its non-PG birth) compare to the DM that allows a adventuring party consisting of two dragon hatchlings, a half-dragon half-diamond golem mongrel, a trumpet archon, a whisper gnome, a planar displaced elf, and the 101 flavor human who always carries a towel with him and never panics. And like any edition, what you don't like, you bring back and update for the setting. (examples include: all the 3e fansites out there of old settings) Or stick with the edition your happy with. For technical DMs that like design, they're going to dissect it and take it apart and use what they like. For the campaign/follow the novels/diehard DM, they're going to wait until better story fluff is developed or develope their own story fluff. [/QUOTE]
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