Micah Sweet
Level Up & OSR Enthusiast
Exactly. Which is why there's no particular need for good cultures.I didn't say that it was...
Exactly. Which is why there's no particular need for good cultures.I didn't say that it was...
No. If I don't make the game a racist game, it's not racist. I'm not limited by any designer bias.These literary tropes already did determine how we play the game.
We made a game about their racism.
Clear good guys vs. clear bad guys is what a lot of us want to play. I get enough of nuanced civilizations that have some good features and some bad features every day in real life. A lot of times I don't want to go through more of that in my RPG play.Or perhaps we should just get rid of simplistic idea of good guys vs bad guys? Perhaps we could have nuanced civilisations that have some good features and some bad features?
The Forgotten Realms will always be a big part of the game, but they will also always have other settings. I don't see why you can't just pick up Theros, Eberron or one of the other settings and just leave the Forgotten Realms behind.I sympathize, and honestly, I myself want a break from Forgotten Realms.
Heh, but I dont see how the business investments in Forgotten Realms Intellectual Property, can make it possible for WotC to leave Forgotten Realms behind, so that you can play it without updates, or so that I dont have to deal to with it or its gods.
It is difficult to immerse in the assumptions of an other setting, when players keep on immersing in the Players Handbook and its Forgotten Realms assumptions.The Forgotten Realms will always be a big part of the game, but they will also always have other settings. I don't see why you can't just pick up Theros, Eberron or one of the other settings and just leave the Forgotten Realms behind.
I can think of two reasons:
1) Not everything is about fighting.
2) Synergy happens - the value of a monster alone is not the only measure of its value.
To have "clear" good guys and "clear" bad guys, almost implies that there is no free will, ... in which case, neither can they be "good" or "bad".Clear good guys vs. clear bad guys is what a lot of us want to play. I get enough of nuanced civilizations that have some good features and some bad features every day in real life. A lot of times I don't want to go through more of that in my RPG play.
The Forgotten Realms is generic. Forgotten Realms assumptions, that aren't location specific, are just basic D&D assumptions. The PHB in particular goes out of its way NOT to be Forgotten Realms specific. It brings up multiple settings at every turn, Forgotten Realms just being one of them.It is difficult to immerse in the assumptions of an other setting, when players keep on immersing in the Players Handbook and its Forgotten Realms assumptions.
I told you that I'm not explaining it to you again. Go back and re-read my final explanation. You have come here to tell me that I said the literal opposite of what I actually said.
And here you again attribute to me the opposite of what I said. Until you can demonstrate to me that you understand at least these two things that I have said, I see no point in wasting my time reading your response any further.
Not really. To have clear good guys and bad guys means that the game is setting up these encounters and situations as being with good guys and bad guys. Hobgoblins might be of all alignments, but the ones the PCs run into are the evil kind. Bad guys. Elves might have all alignments, but the ones the PCs deal with are CG. Good guys.To have "clear" good guys and "clear" bad guys, almost implies that there is no free will, ... in which case, neither can they be "good" or "bad".
See above.Somewhat seriously, can you describe a setting premise in where such a clear division between good and evil is plausible?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.