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The State of D&D: Products, Psionics, Settings, & More
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<blockquote data-quote="Mercule" data-source="post: 7728886" data-attributes="member: 5100"><p>It's not so much about Eberron -- I'm cautiously optimistic that they can pull that off, in a limited scope. It's more that they seem to be letting their "we're all in the same multiverse" idea get a bit out of hand and have a hard time setting boundaries.</p><p></p><p>I haven't used the Great Wheel since 1E. I rarely use aberrations (especially beholders and mind flayers) and explicitly don't use the Far Realm. I don't like the Blood War and have a preferred go-to for the model of why the fiends behave as they do. That's all OK and true to the spirit of D&D. We <u>aren't</u> all playing in the same multiverse -- unless we are. </p><p></p><p>I think it's great that they've opened the possibility for the published settings, but it shouldn't be a straight-jacket. If someone is using SpellJammer, then the Realms and Greyhawk exist in the same plane, for them. If you're a 1E grognard, then they exist in parallel primes. Some editions have said you can move between primes using the astral. Others say the ethereal. Still others have said the plane of shadow. I think there are actually more answers to that than there are editions. And that's the way it should be. Go ahead and pick a default, but don't make too hard of a push for it.</p><p></p><p>It's OK for psionics in the Realms to come from some interaction with the Far Realm, but be a product of natural mutation in Dark Sun. Likewise, all magic in the Realms might be a manipulation of the Weave, but it's also OK for my setting to have arcane magic as using the words of Creation, druidic magic as commanding spirits to do things, and divine magic to be the gods having angels watch over you -- all without anything that looks like the Weave.</p><p></p><p>So, my real concern with 5E is that the team has a hard time telling the difference between inspiration and definition. None of the examples above require any changes to rules. They're all just fine inspiration regardless of rules. The ideas that the team has presented are generally good inspiration, but shouldn't be definition or any form of canon.</p><p></p><p>This is something Gygax excelled at and one reason why I think the game succeeded where competitors (even some with arguably better rules) didn't: He knew how to present lore as inspiration. That's probably a thread all in itself, though.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7728886, member: 5100"] It's not so much about Eberron -- I'm cautiously optimistic that they can pull that off, in a limited scope. It's more that they seem to be letting their "we're all in the same multiverse" idea get a bit out of hand and have a hard time setting boundaries. I haven't used the Great Wheel since 1E. I rarely use aberrations (especially beholders and mind flayers) and explicitly don't use the Far Realm. I don't like the Blood War and have a preferred go-to for the model of why the fiends behave as they do. That's all OK and true to the spirit of D&D. We [U]aren't[/U] all playing in the same multiverse -- unless we are. I think it's great that they've opened the possibility for the published settings, but it shouldn't be a straight-jacket. If someone is using SpellJammer, then the Realms and Greyhawk exist in the same plane, for them. If you're a 1E grognard, then they exist in parallel primes. Some editions have said you can move between primes using the astral. Others say the ethereal. Still others have said the plane of shadow. I think there are actually more answers to that than there are editions. And that's the way it should be. Go ahead and pick a default, but don't make too hard of a push for it. It's OK for psionics in the Realms to come from some interaction with the Far Realm, but be a product of natural mutation in Dark Sun. Likewise, all magic in the Realms might be a manipulation of the Weave, but it's also OK for my setting to have arcane magic as using the words of Creation, druidic magic as commanding spirits to do things, and divine magic to be the gods having angels watch over you -- all without anything that looks like the Weave. So, my real concern with 5E is that the team has a hard time telling the difference between inspiration and definition. None of the examples above require any changes to rules. They're all just fine inspiration regardless of rules. The ideas that the team has presented are generally good inspiration, but shouldn't be definition or any form of canon. This is something Gygax excelled at and one reason why I think the game succeeded where competitors (even some with arguably better rules) didn't: He knew how to present lore as inspiration. That's probably a thread all in itself, though. [/QUOTE]
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