The Human Target
Adventurer
crazy_cat said:My emphasis added - I find that statement rather presumptuous and limiting really. The rules provide a framework of how the game world works - and a set of standardized assumptions for playing a game in a fantasy world with spells, multiple sentient races, monsters, and magic items (and thats before you start house ruling things to suit the game you're planning to play)
Everything else is fluff and at the DMs and players discretion, limited only by their imaginations
Using the same rulebooks as everybody else I can have a world where Dwarves are isolationist communists, elves are Lawful to the point of being seen as fascist oppressors by other races, and the Drow are the elven resistance - with Humans being pawns in all of this confusion. All of which takes place on a flat world where you can fall off the edge if you get too close.
So should we totally remove any fluff from the game, if the game is so modular and everyone is using it to either play homebrews or published campaign settings? Should the races have any descriptions at all? Should the races even be in the book? Should DnD morph into a baci framework that people can use to build anything from a four color superhero game to a gritty urban cop drama?
This thread asks basically the same question you are. I myself haven't made up my mind yet.crazy_cat said:My question - why have a core setting? Why not keep it separate from the rules? That way you can sell more books, and those of us who don't want it don't have to buy it.