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4E - WotC's equivalent to the New World of Darkness?
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<blockquote data-quote="Mercule" data-source="post: 4293183" data-attributes="member: 5100"><p>Personally, I always hated the amount of pseudo-setting that was implied by D&D. I picked up D&D to play my own spin of Medieval fantasy. I don't have any issue with people who want a pre-built setting and the Great Wheel, Sigil, Tinker Gnomes, the Underdark, or the Far Realms are fine for their specific settings, but I want none of them anywhere near my game.</p><p></p><p>By 3e, I think D&D had <u>similar</u>, but not identical, fluff issues. D&D had a mountain of implied setting that was almost impossible for even professional authors to keep straight, but that tended to irk fans if it was contradicted. Not as bad as oWoD that had a smoothering meta-plot explicitly tied through nearly every product in its line. The oWoD meta-plot was filled with wildly conflicting metaphysical "realities" that were often filled with enough cheese to make Uwe Boll blush.</p><p></p><p>4e removed the odious level of implied fluff, but (IMO) did so without completely invalidating campaigns based on the old way. Really, if you want the Great Wheel, it's pretty easy to say that those planes are the only astral islands with frequent contact to your world and sages have typically representing them as a wheel based on the heavily stratified ideologies of their residents. You might have to putz with demons a bit, but it's otherwise pretty much just that easy.</p><p></p><p>On the other hand, I can remove the Far Realms and aberrants (both of which I dislike) without worrying that something else is going to break or some heinous hole will be left in source books I pick up.</p><p></p><p>I really don't think WotC killed as many sacred fluff cows as they just put them on a diet. Which isn't to say none were killed. There were certainly some killed and some born. It all just feels less opressive to me -- which is pretty much what I feel about the nWoD. Both just feel more open to letting me run the game I want to run.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4293183, member: 5100"] Personally, I always hated the amount of pseudo-setting that was implied by D&D. I picked up D&D to play my own spin of Medieval fantasy. I don't have any issue with people who want a pre-built setting and the Great Wheel, Sigil, Tinker Gnomes, the Underdark, or the Far Realms are fine for their specific settings, but I want none of them anywhere near my game. By 3e, I think D&D had [u]similar[/u], but not identical, fluff issues. D&D had a mountain of implied setting that was almost impossible for even professional authors to keep straight, but that tended to irk fans if it was contradicted. Not as bad as oWoD that had a smoothering meta-plot explicitly tied through nearly every product in its line. The oWoD meta-plot was filled with wildly conflicting metaphysical "realities" that were often filled with enough cheese to make Uwe Boll blush. 4e removed the odious level of implied fluff, but (IMO) did so without completely invalidating campaigns based on the old way. Really, if you want the Great Wheel, it's pretty easy to say that those planes are the only astral islands with frequent contact to your world and sages have typically representing them as a wheel based on the heavily stratified ideologies of their residents. You might have to putz with demons a bit, but it's otherwise pretty much just that easy. On the other hand, I can remove the Far Realms and aberrants (both of which I dislike) without worrying that something else is going to break or some heinous hole will be left in source books I pick up. I really don't think WotC killed as many sacred fluff cows as they just put them on a diet. Which isn't to say none were killed. There were certainly some killed and some born. It all just feels less opressive to me -- which is pretty much what I feel about the nWoD. Both just feel more open to letting me run the game I want to run. [/QUOTE]
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