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5e isn't a Golden Age of D&D Lorewise, it's Silver at best.
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8704682" data-attributes="member: 7023887"><p>Personally, I love this approach. When given the option between the SCAG's lore and the lore from Eberron, I'd choose Eberron in a heartbeat. </p><p></p><p>Eberron has lore. A lot of it. However, it has major parts of the world where it gives you options instead of explicit answers and encourages creative thinking. Eberron has a bunch of lore about the origins of Warforged, Kalashtar, the Dragonmarked Houses, the history of Khorvaire, and plenty of other stuff. But it has major mysteries that the DM has to come up with answers to, instead of just searching for the answer on a wiki. Because that's what you do for most questions brought up in Forgotten Realms products. If there's a question, if you search about it on the wiki, there's almost always an answer. Which is almost always less engaging than just giving you an answer to everything. </p><p></p><p>If someone hears about the Mourning from Eberron, they're going to wonder what caused it. A DM will think through the options (Erandis Vol, an experiment from House Cannith, the Dreaming Dark/Riedra, the Cults of the Dragon Below, some Draconic Prophecy BS, something something Ravenloft, et cetera) and choose the one that they like the best. Players literally don't have the option of searching for the answer on a wiki because the wiki does not have an answer. The setting has a ton of unanswered mysteries that make it a lot more engaging and creatively interesting than something like the Forgotten Realms where almost every question you could have does have an answer written somewhere, whether it's a novel, sourcebook, or adventure. </p><p></p><p>I want options, like how lore is approached in Fizban's Treasury of Dragons. Giving options instead of explicit, definite answers requries more creativity to make (just because it takes more work to give 20 possible ideas than just a single answer), can attract/engage more people (because more options for one question means that any individual person has a higher likelihood of enjoying one of the options), and no single answer to become the easy or default option. Because that's boring. You cannot guarantee that none of your players will come across the answer to what caused the Mourning in Eberron online, because there is no canon answer. They can't spoil your campaigns if you're the only one that knows the answer, even when hundreds of other people have played through campaigns revolving around the same mystery and gotten their own answers. </p><p></p><p>Eberron and Fizban's, not Forgotten Realms. That's my taste. You cannot spoil a mystery if there is no canon answer, you cannot contradict the "canon" if the base lore allows for all possible options, and more creativity goes into creating these types of mysteries than just infodumping all of the setting's lore on the people that buy the books.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8704682, member: 7023887"] Personally, I love this approach. When given the option between the SCAG's lore and the lore from Eberron, I'd choose Eberron in a heartbeat. Eberron has lore. A lot of it. However, it has major parts of the world where it gives you options instead of explicit answers and encourages creative thinking. Eberron has a bunch of lore about the origins of Warforged, Kalashtar, the Dragonmarked Houses, the history of Khorvaire, and plenty of other stuff. But it has major mysteries that the DM has to come up with answers to, instead of just searching for the answer on a wiki. Because that's what you do for most questions brought up in Forgotten Realms products. If there's a question, if you search about it on the wiki, there's almost always an answer. Which is almost always less engaging than just giving you an answer to everything. If someone hears about the Mourning from Eberron, they're going to wonder what caused it. A DM will think through the options (Erandis Vol, an experiment from House Cannith, the Dreaming Dark/Riedra, the Cults of the Dragon Below, some Draconic Prophecy BS, something something Ravenloft, et cetera) and choose the one that they like the best. Players literally don't have the option of searching for the answer on a wiki because the wiki does not have an answer. The setting has a ton of unanswered mysteries that make it a lot more engaging and creatively interesting than something like the Forgotten Realms where almost every question you could have does have an answer written somewhere, whether it's a novel, sourcebook, or adventure. I want options, like how lore is approached in Fizban's Treasury of Dragons. Giving options instead of explicit, definite answers requries more creativity to make (just because it takes more work to give 20 possible ideas than just a single answer), can attract/engage more people (because more options for one question means that any individual person has a higher likelihood of enjoying one of the options), and no single answer to become the easy or default option. Because that's boring. You cannot guarantee that none of your players will come across the answer to what caused the Mourning in Eberron online, because there is no canon answer. They can't spoil your campaigns if you're the only one that knows the answer, even when hundreds of other people have played through campaigns revolving around the same mystery and gotten their own answers. Eberron and Fizban's, not Forgotten Realms. That's my taste. You cannot spoil a mystery if there is no canon answer, you cannot contradict the "canon" if the base lore allows for all possible options, and more creativity goes into creating these types of mysteries than just infodumping all of the setting's lore on the people that buy the books. [/QUOTE]
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5e isn't a Golden Age of D&D Lorewise, it's Silver at best.
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