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<blockquote data-quote="Mouseferatu" data-source="post: 7733785" data-attributes="member: 1288"><p>Most of my campaign worlds only use bits and pieces of standard D&D lore. I already mentioned that I'm not a fan of the Blood War. I tend not to use the Great Wheel cosmology.</p><p></p><p>And for all that? I shudder at the thought of a purely generic planar book, and I am far more likely to buy this than I would be something that cuts out all the specifics.</p><p></p><p>The lore is part--and a major, important part--of D&D, like it or not. It's part of what makes the experience a shared one for the audience. More to the point, it's what makes the books interesting, and it's what makes then not just instructional, but inspirational. I have no interest in buying a textbook, and even less in reading through one. I have always maintained, and continue to do so, that a D&D book that fails to inspire stories, to give interesting examples, or to be interesting to read through, has failed just as badly as one that fails to aid in gameplay. Flavor is not secondary to crunch; you need both.</p><p></p><p>So no, no "generic advice" books, please. You can give advice just as well while framing it within the shared lore that we all know, and on which the game has been built since the beginning.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 7733785, member: 1288"] Most of my campaign worlds only use bits and pieces of standard D&D lore. I already mentioned that I'm not a fan of the Blood War. I tend not to use the Great Wheel cosmology. And for all that? I shudder at the thought of a purely generic planar book, and I am far more likely to buy this than I would be something that cuts out all the specifics. The lore is part--and a major, important part--of D&D, like it or not. It's part of what makes the experience a shared one for the audience. More to the point, it's what makes the books interesting, and it's what makes then not just instructional, but inspirational. I have no interest in buying a textbook, and even less in reading through one. I have always maintained, and continue to do so, that a D&D book that fails to inspire stories, to give interesting examples, or to be interesting to read through, has failed just as badly as one that fails to aid in gameplay. Flavor is not secondary to crunch; you need both. So no, no "generic advice" books, please. You can give advice just as well while framing it within the shared lore that we all know, and on which the game has been built since the beginning. [/QUOTE]
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