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<blockquote data-quote="JeffB" data-source="post: 6063180" data-attributes="member: 518"><p>Personally, I think 4e's biggest strength was not being afraid to create new, or rearrange old, fluff. Having played since 1977, it was quite refreshing to get something different and thinly framed out to detail or not how I chose to do so, instead of getting yet another regurgitation of "canon". I found it very much in the spirit of OD&D games of my youth when these were just ideas and a few proper names to give some depth, or ignore totally at the DM's whim,.and not the official backstory for all who play D&D to "abide by" since Ad&D was released.</p><p></p><p>I have always changed anything I do not like, but the more the core rules dictate how each DMs world should operate (and how things operate in his/her world) the more the game suffers. Save all that heavy story that ties into the world/monster mechanics for published settings and the people who enjoy them. Otherwise keep it simple. I have been really miffed about how WOTC has been trying to weave alot of fluff into monsters and their origins, etc (minotaurs for example). I wish they instead would take a lighter handed approach ala the way the Deities have been done in the recent playtest pack (cleric section). "Here is the Deity of Justice, in Norse or Faeruns mythos, this is Tyr, in X, it is Z, i n Y it is..". And leave it at that. I do not want or need the whole story of Baphomet in a MM entry on Minotaurs, or a sermon on the Blood War in the Vrock's. Save it for the MOTP. </p><p></p><p>Sorry if that seems rantish, just a subject that strikes a nerve with me.</p></blockquote><p></p>
[QUOTE="JeffB, post: 6063180, member: 518"] Personally, I think 4e's biggest strength was not being afraid to create new, or rearrange old, fluff. Having played since 1977, it was quite refreshing to get something different and thinly framed out to detail or not how I chose to do so, instead of getting yet another regurgitation of "canon". I found it very much in the spirit of OD&D games of my youth when these were just ideas and a few proper names to give some depth, or ignore totally at the DM's whim,.and not the official backstory for all who play D&D to "abide by" since Ad&D was released. I have always changed anything I do not like, but the more the core rules dictate how each DMs world should operate (and how things operate in his/her world) the more the game suffers. Save all that heavy story that ties into the world/monster mechanics for published settings and the people who enjoy them. Otherwise keep it simple. I have been really miffed about how WOTC has been trying to weave alot of fluff into monsters and their origins, etc (minotaurs for example). I wish they instead would take a lighter handed approach ala the way the Deities have been done in the recent playtest pack (cleric section). "Here is the Deity of Justice, in Norse or Faeruns mythos, this is Tyr, in X, it is Z, i n Y it is..". And leave it at that. I do not want or need the whole story of Baphomet in a MM entry on Minotaurs, or a sermon on the Blood War in the Vrock's. Save it for the MOTP. Sorry if that seems rantish, just a subject that strikes a nerve with me. [/QUOTE]
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