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<blockquote data-quote="pemerton" data-source="post: 9423572" data-attributes="member: 42582"><p>I can't recall what exactly the 4e DMG says, but this is from the Rules Compendium (pp 38, 54):</p><p></p><p style="margin-left: 20px">As mentioned in the introduction, the world of the DUNGEONS & DRAGONS game is a place of magic and monsters, of heroes and adventure. Place names, creatures’ origins, and other features of the game’s background depend on a few basic assumptions about the world in which adventures take place. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The preceding sections sum up the basics of what the game assumes about the DUNGEONS & DRAGONS world. Within those general parameters, though, there’s a lot of room for the DM to fill in the details. Each published campaign setting describes a different world that adheres to some of those core assumptions, alters others, and then builds a world around them. Any DM can do the same to create a unique, personalized world.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Altering Core Assumptions</strong> One definition of speculative fiction (of which fantasy and science fiction are two branches) is that it starts with reality as we know it and asks, “What if some aspect of the world was different?” Most fantasy starts from the question “What if magic was real?”</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The assumptions sketched out on these pages aren’t graven in stone. They make for an exciting world full of adventure, but they’re not the only set of assumptions that do so. Anyone can build an interesting campaign concept by altering one or more of those core assumptions, asking, “What if this wasn’t true in my world?”</p><p></p><p>The book then goes on to present the Forgotten Realms, Dark Sun and Eberron as three published settings that depart from the default assumptions.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9423572, member: 42582"] I can't recall what exactly the 4e DMG says, but this is from the Rules Compendium (pp 38, 54): [indent]As mentioned in the introduction, the world of the DUNGEONS & DRAGONS game is a place of magic and monsters, of heroes and adventure. Place names, creatures’ origins, and other features of the game’s background depend on a few basic assumptions about the world in which adventures take place. . . . The preceding sections sum up the basics of what the game assumes about the DUNGEONS & DRAGONS world. Within those general parameters, though, there’s a lot of room for the DM to fill in the details. Each published campaign setting describes a different world that adheres to some of those core assumptions, alters others, and then builds a world around them. Any DM can do the same to create a unique, personalized world. [B]Altering Core Assumptions[/B] One definition of speculative fiction (of which fantasy and science fiction are two branches) is that it starts with reality as we know it and asks, “What if some aspect of the world was different?” Most fantasy starts from the question “What if magic was real?” The assumptions sketched out on these pages aren’t graven in stone. They make for an exciting world full of adventure, but they’re not the only set of assumptions that do so. Anyone can build an interesting campaign concept by altering one or more of those core assumptions, asking, “What if this wasn’t true in my world?”[/indent] The book then goes on to present the Forgotten Realms, Dark Sun and Eberron as three published settings that depart from the default assumptions. [/QUOTE]
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