Paul Farquhar
Legend
It worked for Deadpool!I suspect Marvel is seething that their main Aquaman-type's central personality trait is "He's a tremendous jerk" so Namor is probably not getting his own movie lol
It worked for Deadpool!I suspect Marvel is seething that their main Aquaman-type's central personality trait is "He's a tremendous jerk" so Namor is probably not getting his own movie lol
Deadpool is the good kind of jerk though! Whereas Namor is just a jerk. Then again, they did manage to make that work with Cable (also "just a jerk" most of the time) by having him play off Deadpool.It worked for Deadpool!
I think there's some truth in this, for sure, especially re: inclusiveness.I think if we are honest, its about presentation of the setting, way way more than about the setting actually being restrictive.
I can't say as I've seen any evidence for that, or much evidence for the opposite, wilderness vs urban seems much the same as it ever was. As evidence, I cite City State of the Invincible Overlord (1976).3) I think players now are a lot more interested in big complex cities, urban and semi-urban environments, and so o
I think this is more down to mechanics. Magic is a way of having a bunch of interesting things to do in a fight. It's a way to give PCs superpowers without officially being a superhero game.4) Level of magic.
I'm talking about in the setting. Not necessarily in terms of the PCs at all. Eberron's magitech for example.I think this is more down to mechanics. Magic is a way of having a bunch of interesting things to do in a fight. It's a way to give PCs superpowers without officially being a superhero game.
I don't think you can really separate them. It's very hard to fit high magic PCs in a low magic world, ergo the world the PCs occupy has to be high magic. Eberron was largely designed around (3e) game mechanics.I'm talking about in the setting. Not necessarily in terms of the PCs at all. Eberron's magitech for example.
You say "ergo" but that's certainly not really how worlds used to be designed, despite PCs potentially being very "high magic". So if there is an ergo, it's one that's developed in the 1990s and later.I don't think you can really separate them. It's very hard to fit high magic PCs in a low magic world, ergo the world the PCs occupy has to be high magic. Eberron was largely designed around (3e) game mechanics.
What like Waterdeep? Built on a massive magical dungeon, surrounded by a mythal, ruled by an archmage chosen of the goddess of magic. Policed by a wizards guild, defended my magic walking statues… etc etc.You say "ergo" but that's certainly not really how worlds used to be designed, despite PCs potentially being very "high magic". So if there is an ergo, it's one that's developed in the 1990s and later.
I think there's a pretty clear difference between worlds were massive magic is a day-to-day thing (at least in a certain locations in those worlds), like Eberron, Spelljammer and Planescape, and worlds like the Greyhawk or the FR, where if there massively magical places, they're far from civilization and haunted ruins and so on, for the most part.
Yeah, high magic PCs (and NPCs) had a big impact on the development of FR, and was at the core of Eberron design. And somewhat impacted Dragonlance in the 80s. If you view it as a change, it's a change that happened a very long time ago now.You say "ergo" but that's certainly not really how worlds used to be designed, despite PCs potentially being very "high magic". So if there is an ergo, it's one that's developed in the 1990s and later.
Greyhawk is about the last setting designed without high magic as a basic assumption. Pretty much every population centre in FR is ruled by high level spellcasters.I think there's a pretty clear difference between worlds were massive magic is a day-to-day thing (at least in a certain locations in those worlds), like Eberron, Spelljammer and Planescape, and worlds like the Greyhawk or the FR, where if there massively magical places, they're far from civilization and haunted ruins and so on, for the most part.
Probably some of the popular newer races would have a larger role in the world lore, with some of the less popular old races still present, but on the margins.Just listing traits as a bullet point for 2021:
Setting is inclusive/diverse (little in the way of sexism/racism/homophobia etc. - D&D has always avoided the latter for the most part).
Setting is "High Magic" - i.e. like strongly magical things can and do regularly happen.
Setting is "High Fantasy" - or "Epic Fantasy", as opposed to "Dark Fantasy" or "Low Fantasy".
Setting allows kitchen-sink-ish usage of elements like class/race, isn't about narrowing options

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