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The
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Community
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Worlds of Design: Spelljammer 2.0
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<blockquote data-quote="DaffCon1" data-source="post: 8826533" data-attributes="member: 26627"><p>I wasn't speaking of being about to run two same setting campaigns in a row. I was speaking of being able to run a single campaign OTHER than the one that WotC decided I'm going to run.</p><p></p><p>In regards to Spelljammer, what if my PCs decide to go in a different direction, before finding out Doomspace even exists? Or what if they decide, after saving Doomspace, that they want to explore strange new worlds and boldly go where no Realms-born tiefling has gone before? This set doesn't give me anything at all for those likely cases -- WotC assumes my group is going to follow the course WotC has laid out for them and then want to do something that isn't Spelljammer.</p><p></p><p>It's the same with the Forgotten Realms stuff. They've given us multiple adventures there -- but none of those adventures have any material for sidequests or going beyond the written campaign. And gods forbid your PCs want to leave the Sword Coast!</p><p></p><p>Contrast this to the original Spelljammer boxed set from 2E, or any of the Forgotten Realms Campaign sets from 1E, 2E, or 3E. All of those were full campaign settings -- enough for any DM to pick up just the one thing and write out however many campaigns for however many parties they were inclined to write. </p><p></p><p>Sure, many DMs don't have time for that -- but for those that do, or for those that have PCs that tear off in unexpected directions, WotC is not giving them anything. If someone buys a campaign setting, they shouldn't have to create 75% of it themselves. They shouldn't have to look for 20 year old, out of print material, or rely on something some random person wrote and posted on DM's Guild.</p><p></p><p>I want a campaign setting that lets me come up with my own campaign. Is that really too much to ask?</p></blockquote><p></p>
[QUOTE="DaffCon1, post: 8826533, member: 26627"] I wasn't speaking of being about to run two same setting campaigns in a row. I was speaking of being able to run a single campaign OTHER than the one that WotC decided I'm going to run. In regards to Spelljammer, what if my PCs decide to go in a different direction, before finding out Doomspace even exists? Or what if they decide, after saving Doomspace, that they want to explore strange new worlds and boldly go where no Realms-born tiefling has gone before? This set doesn't give me anything at all for those likely cases -- WotC assumes my group is going to follow the course WotC has laid out for them and then want to do something that isn't Spelljammer. It's the same with the Forgotten Realms stuff. They've given us multiple adventures there -- but none of those adventures have any material for sidequests or going beyond the written campaign. And gods forbid your PCs want to leave the Sword Coast! Contrast this to the original Spelljammer boxed set from 2E, or any of the Forgotten Realms Campaign sets from 1E, 2E, or 3E. All of those were full campaign settings -- enough for any DM to pick up just the one thing and write out however many campaigns for however many parties they were inclined to write. Sure, many DMs don't have time for that -- but for those that do, or for those that have PCs that tear off in unexpected directions, WotC is not giving them anything. If someone buys a campaign setting, they shouldn't have to create 75% of it themselves. They shouldn't have to look for 20 year old, out of print material, or rely on something some random person wrote and posted on DM's Guild. I want a campaign setting that lets me come up with my own campaign. Is that really too much to ask? [/QUOTE]
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