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4e Has Less Raw Content: Fact!
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<blockquote data-quote="Hussar" data-source="post: 4497822" data-attributes="member: 22779"><p>But, again, why is WOTC telling you what your campaign world looks like? Isn't deciding all that stuff the fun part of DMing? </p><p></p><p>Creating campaigns is your job as a DM. I'm tired of having to arm wrestle with the rules to get the world that I want.</p><p></p><p></p><p></p><p>Because the two books serve entirely different purposes? You have the DMG which tells you, "Ok, if you want to make your campaign, do X, Y, and Z". And you have a monster manual that gives you very basic building blocks from which you can then construct X, Y, and Z. </p><p></p><p>Why do I need a monster manual to inspire me with fluff? There's far more fantasy out there than I could possibly digest in my lifetime to draw inspiration from. I want my world to be Bas Lag. Then I want my next world to be Narnia. Then I want my next world to be Eberron. What I don't want is to have to take a giant bottle of whiteout to the MM every time I start a new campaign, rewriting fluff that doesn't fit because my game and the game that WOTC plays is totally different.</p><p></p><p>Why do all these purported world builders insist on feeding from the WOTC nipple of world fluff? The DMG tells you how to do it. The MM gives you all the basics. Get out and do it. Why do I need two books that argue with each other? One book says, "Make your world your own" and the next book dictates every bloody monster's place in the world.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4497822, member: 22779"] But, again, why is WOTC telling you what your campaign world looks like? Isn't deciding all that stuff the fun part of DMing? Creating campaigns is your job as a DM. I'm tired of having to arm wrestle with the rules to get the world that I want. Because the two books serve entirely different purposes? You have the DMG which tells you, "Ok, if you want to make your campaign, do X, Y, and Z". And you have a monster manual that gives you very basic building blocks from which you can then construct X, Y, and Z. Why do I need a monster manual to inspire me with fluff? There's far more fantasy out there than I could possibly digest in my lifetime to draw inspiration from. I want my world to be Bas Lag. Then I want my next world to be Narnia. Then I want my next world to be Eberron. What I don't want is to have to take a giant bottle of whiteout to the MM every time I start a new campaign, rewriting fluff that doesn't fit because my game and the game that WOTC plays is totally different. Why do all these purported world builders insist on feeding from the WOTC nipple of world fluff? The DMG tells you how to do it. The MM gives you all the basics. Get out and do it. Why do I need two books that argue with each other? One book says, "Make your world your own" and the next book dictates every bloody monster's place in the world. [/QUOTE]
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