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2024 PHB - A much too early review
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<blockquote data-quote="Yaarel" data-source="post: 9453449" data-attributes="member: 58172"><p>For example, where the 2024 core rules are more setting neutral, Eberron, Dark Sun, and Magic the Gathering are more free to do their own thing. Also Greyhawk. Dragonlance too. Because the majority of DMs homebrew and mix-and-match, the more accommodating core help more tables.</p><p></p><p>Even Forgotten Realms benefits. A setting guide becomes necessary, to flesh out all of the flavorful details. So now the Forgotten Realms guides (DM and player) is free to explore its uniquenesses. For example, even tho the Sun culture and Moon culture are both "High" Elves, they substantially differ and the guides can describe how. I expect Elf backgrounds to be amazing, like Avariel communities producing alchemists who can make glassteel, and in Uda cultures adamantine.</p><p></p><p>I prefer the core be even more setting neutral. The Elf description calling out "Corellon" and as a "god" is too culturally prejudicial for most settings. I prefer the Elves to be more animistic in theme, but I am ok with them descending from a primordial ancestor.</p><p></p><p>Since the core rules make setting guides more necessary, the guides can be profitable for WotC. So there is an interest in making the Forgotten Realms guides unique and interesting. Other settings too.</p><p></p><p>I like how the setting guides are local. The initial Forgotten Realms guides will be an assortment of five regions. The Dalelands is something like Germany-France Continental Europe. Waterdeep might be London, England. (Moonshae is more Celtic Britain. To me, Neverwinter is Stockholm Sweden with the forest outback.) Icewind is more like arctic circumpolar ethnicities, including Saami and Inuit, and perhaps Siberian Evenk. Plus Calimshan being Moorish Spain and Morocco. Regions are awesome because DMs can plug them in anywhere.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9453449, member: 58172"] For example, where the 2024 core rules are more setting neutral, Eberron, Dark Sun, and Magic the Gathering are more free to do their own thing. Also Greyhawk. Dragonlance too. Because the majority of DMs homebrew and mix-and-match, the more accommodating core help more tables. Even Forgotten Realms benefits. A setting guide becomes necessary, to flesh out all of the flavorful details. So now the Forgotten Realms guides (DM and player) is free to explore its uniquenesses. For example, even tho the Sun culture and Moon culture are both "High" Elves, they substantially differ and the guides can describe how. I expect Elf backgrounds to be amazing, like Avariel communities producing alchemists who can make glassteel, and in Uda cultures adamantine. I prefer the core be even more setting neutral. The Elf description calling out "Corellon" and as a "god" is too culturally prejudicial for most settings. I prefer the Elves to be more animistic in theme, but I am ok with them descending from a primordial ancestor. Since the core rules make setting guides more necessary, the guides can be profitable for WotC. So there is an interest in making the Forgotten Realms guides unique and interesting. Other settings too. I like how the setting guides are local. The initial Forgotten Realms guides will be an assortment of five regions. The Dalelands is something like Germany-France Continental Europe. Waterdeep might be London, England. (Moonshae is more Celtic Britain. To me, Neverwinter is Stockholm Sweden with the forest outback.) Icewind is more like arctic circumpolar ethnicities, including Saami and Inuit, and perhaps Siberian Evenk. Plus Calimshan being Moorish Spain and Morocco. Regions are awesome because DMs can plug them in anywhere. [/QUOTE]
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