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<blockquote data-quote="rounser" data-source="post: 204646" data-attributes="member: 1106"><p>From what I gather from hearsay on teh intarweb, here are some of the setting's fortes (bear in mind, I've never played nor read it so these probably have inaccuracies that need correction) that have certainly piqued my interest:</p><p></p><p>Unlike FR and GH, the BR setting is set up from the start for PCs and DM to have a direct effect on the world - to start wars, treaties, expand, conquer, trade etc. and reshape the landscape and politics in general. Although this is <em>theoretically</em> possible with FR and GH if you make an effort (GH moreso than FR methinks), BR is specifically set up to be malleable rather than static in terms of macro level change (as FR and GH can often seem). Therein lies the epic - PCs changing the fate of nations pretty much directly - and I gather that this setting malleability filters down rather readily into regular D&D campaigns in the setting as well, rather than just ones using the dominion rules.</p><p></p><p>Some monsters, such as the Gorgon, are unique - from what I gather they actually take on an anthropomorphic man-monster representation as a blooded ruler of one of the lands. To know that you're up against <em>the</em> monster of a given type adds an epic feel to the game in a less-is-more kind of way, making the villain more special than in a standard "monster mash" D&D game.</p><p></p><p>The setting draws heavily upon celtic and arthurian themes, revamps the role of demihumans to bring them closer to mythological rather than tolkienesque roots, and introduces realm magic which affects entire armies or lands. This adds up to a thick atmosphere (and one very similar to one that I've tried to create using FR's Moonshaes in the past, which are also based on celtic and arthurian building blocks).</p><p></p><p>Okay, now someone who really knows BR can correct me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="rounser, post: 204646, member: 1106"] From what I gather from hearsay on teh intarweb, here are some of the setting's fortes (bear in mind, I've never played nor read it so these probably have inaccuracies that need correction) that have certainly piqued my interest: Unlike FR and GH, the BR setting is set up from the start for PCs and DM to have a direct effect on the world - to start wars, treaties, expand, conquer, trade etc. and reshape the landscape and politics in general. Although this is [i]theoretically[/i] possible with FR and GH if you make an effort (GH moreso than FR methinks), BR is specifically set up to be malleable rather than static in terms of macro level change (as FR and GH can often seem). Therein lies the epic - PCs changing the fate of nations pretty much directly - and I gather that this setting malleability filters down rather readily into regular D&D campaigns in the setting as well, rather than just ones using the dominion rules. Some monsters, such as the Gorgon, are unique - from what I gather they actually take on an anthropomorphic man-monster representation as a blooded ruler of one of the lands. To know that you're up against [i]the[/i] monster of a given type adds an epic feel to the game in a less-is-more kind of way, making the villain more special than in a standard "monster mash" D&D game. The setting draws heavily upon celtic and arthurian themes, revamps the role of demihumans to bring them closer to mythological rather than tolkienesque roots, and introduces realm magic which affects entire armies or lands. This adds up to a thick atmosphere (and one very similar to one that I've tried to create using FR's Moonshaes in the past, which are also based on celtic and arthurian building blocks). Okay, now someone who really knows BR can correct me. ;) [/QUOTE]
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