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"Cool setting, bro. But what's the hook for the PCs?"

Maxperson

Morkus from Orkus
2. The reason most campaign worlds don’t work today, IMO, is because they follow the modern FR example. By that, I mean that they are scripted and lore-heavy. They are written, because the person who writes them finds the world interesting. The best campaign worlds IME are the early ones - gray box FR, 83 greyhawk, early Known World, City State ..... that provided an outline with a world full of mysteries and hooks, not lore. They were not meant to be read, they were meant to be played.
I don't agree with that. When I read a section lore on the Realms, ten plots with hooks just leap out at me. Rich lore is like that. I remember the days of 1983 Greyhawk and I struggled to fill in the wide gaps. I like smaller gaps that allow me to guide the rich lore settings, rather than something that's barely a rough outline and doesn't move without 80 hours of work.
 

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I don't agree with that. When I read a section lore on the Realms, ten plots with hooks just leap out at me. Rich lore is like that. I remember the days of 1983 Greyhawk and I struggled to fill in the wide gaps. I like smaller gaps that allow me to guide the rich lore settings, rather than something that's barely a rough outline and doesn't move without 80 hours of work.

It may work for you, but looking over the FR, all I see is the same drivel WOTC has always put out: kill a dragon, wizard, liche, explore ruins, rinse, repeat.

That's not badwrong fun, but it is a very simplistic approach. FR doesn't lay out boundaries, or bother to explain how trade reaches entire cities built in extreme climates.

It accommodates a single play style, unchanged since 1987.
 

MGibster

Legend
That's not badwrong fun, but it is a very simplistic approach. FR doesn't lay out boundaries, or bother to explain how trade reaches entire cities built in extreme climates.

The game is called Dungeons & Dragons not Labor & Ledgers. D&D is very much focused on adventuring and within that context it usually doesn't matter how that remote city in an extreme climate is engaged in trade. You're right that it's a simplistic approach but the basic assumptions for what you're doing in D&D is very simple.
 

The game is called Dungeons & Dragons not Labor & Ledgers. D&D is very much focused on adventuring and within that context it usually doesn't matter how that remote city in an extreme climate is engaged in trade. You're right that it's a simplistic approach but the basic assumptions for what you're doing in D&D is very simple.

Back in the late 70s and early 80s, yes, it was, but just because you use a game system (or parts of it, in our case) doesn't mean that you can't have a campaign with depth, context, and a modicum of credibility.

That said, I don't use WOTC settings. They're really poor. I have used the maps on occasion, because apparently they're better at choosing artists than 'writers'.
 

Maxperson

Morkus from Orkus
It may work for you, but looking over the FR, all I see is the same drivel WOTC has always put out: kill a dragon, wizard, liche, explore ruins, rinse, repeat.

That's not badwrong fun, but it is a very simplistic approach. FR doesn't lay out boundaries, or bother to explain how trade reaches entire cities built in extreme climates.

It accommodates a single play style, unchanged since 1987.
There's a LOT more there than that if you look. Sure it has lots of dragons, wizards, liches, etc. It also has a lot of lore on groups, places and such that are ripe for plucking.
 

MGibster

Legend
Back in the late 70s and early 80s, yes, it was, but just because you use a game system (or parts of it, in our case) doesn't mean that you can't have a campaign with depth, context, and a modicum of credibility.

I like D&D and I've been playing it for most of my life at this point. But when it comes to complex characters, plots, or narratives D&D is not the game that pops into my mind.
 


Maxperson

Morkus from Orkus
Not really. What is has is just a bunch of names thrown at a page.
I'm going to take it that you really haven't read it very closely, or maybe you're just so biased against it that it affects how you see what is written. Since I do read it and I KNOW how many things are available via the rich lore, I'll remain happily provided with more hooks and stories than I can use in my lifetime.
 

I like D&D and I've been playing it for most of my life at this point. But when it comes to complex characters, plots, or narratives D&D is not the game that pops into my mind.

Yeah, D&D is definitely not developed to be a thinking man's game. I bailed in around '83, and came back to 5e because it fits well with Kenzer's Aces & Eights targeting system, once you change the xp system and deal with the spell system.
 

I'm going to take it that you really haven't read it very closely, or maybe you're just so biased against it that it affects how you see what is written. Since I do read it and I KNOW how many things are available via the rich lore, I'll remain happily provided with more hooks and stories than I can use in my lifetime.

It paints in broad strokes, and ignores the most basic of laws of nature & politics.

Now, again, if you & your players expect no more, then it can work. My players are older, educated, and less likely to accept settings simply because its written a certain way. They want a logical structure so they interact in detail.

It's all about expctations.
 
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