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Community
General Tabletop Discussion
*TTRPGs General
Core DnD with a concrete setting
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<blockquote data-quote="TwinBahamut" data-source="post: 3726316" data-attributes="member: 32536"><p>Not really.</p><p></p><p>I mean, even attempts to describe an "implied setting" tend to fall flat for me. Certainly, the rules-as-is determine a certain setting, but not to the extent some people claim. For example, the Iron Heroes system Campaign chapter. Mike Mearls spends a lot of time in that chapter describing how, in the implied setting of Iron Heroes, gods are distant and unknowable, magic is unreliable and secret, and the like. I took the (unmodified) Iron Heroes system and used it to run a homebrew setting where large magical cacademies have incredible political power, a Paladin might meet his patron god face-to-face, and the characters literaly ran into a demigod in a shop in the third session. All I had to do was tell the players "ignore the Campaign Chapter".</p><p></p><p>Besides, it is easy enough to adjust existing rule-mechanics to fit a homebrew setting, so "implied setting" is easily ignorable. This is especialy true with the inevitable march of new rule supplements.</p><p></p><p>As such, I consider a "core" campaign setting to be a waste of space in the DMG and a waste of my money, and feel the same about the "implied setting" and "core story" concepts that float around game designers and the EN World boards every so often.</p><p></p><p>A sample town and some sample NPCs, on the other hand, would be some useful tools to put in the DMG for DMs who want to start up a quick game. But nothing that can't be easily put in some random blank spot on a generic fantasy map.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3726316, member: 32536"] Not really. I mean, even attempts to describe an "implied setting" tend to fall flat for me. Certainly, the rules-as-is determine a certain setting, but not to the extent some people claim. For example, the Iron Heroes system Campaign chapter. Mike Mearls spends a lot of time in that chapter describing how, in the implied setting of Iron Heroes, gods are distant and unknowable, magic is unreliable and secret, and the like. I took the (unmodified) Iron Heroes system and used it to run a homebrew setting where large magical cacademies have incredible political power, a Paladin might meet his patron god face-to-face, and the characters literaly ran into a demigod in a shop in the third session. All I had to do was tell the players "ignore the Campaign Chapter". Besides, it is easy enough to adjust existing rule-mechanics to fit a homebrew setting, so "implied setting" is easily ignorable. This is especialy true with the inevitable march of new rule supplements. As such, I consider a "core" campaign setting to be a waste of space in the DMG and a waste of my money, and feel the same about the "implied setting" and "core story" concepts that float around game designers and the EN World boards every so often. A sample town and some sample NPCs, on the other hand, would be some useful tools to put in the DMG for DMs who want to start up a quick game. But nothing that can't be easily put in some random blank spot on a generic fantasy map. [/QUOTE]
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