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*Pathfinder & Starfinder
D&D canon backstory - where is it? (and a cosmological inquiry)
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<blockquote data-quote="filthgrinder" data-source="post: 5335393" data-attributes="member: 64984"><p>I would seriously hope that the answer to this question is "No bible. Handled much less formally". "Points of light" isn't a setting, it's a description of a type of setting. The idea is that "Points of light" describe small pockets of civilization in a dark and dangerous wilderness. You could argue that the 2E version of Dark Sun was a Points of Light setting.</p><p></p><p>The Nentir Vale is the "default" or "assumed" setting for 4E D&D. This setting was presented in the DMG1, and INTENTIONALLY left vague and loose. The intention was to provide a framework for DMs, who didn't want to do world building from scratch, to flesh out and make their own. In fact, the chapter calls on DMs to make this their own. The idea was to avoid hamstringing DMs with canon and lore. If you DMed Forgotten Realms, you couldn't just place a dungeon or a tower somewhere, without violating canon and established lore. </p><p></p><p>The fact that "lore" is sprinkled throughout all the books is a bonus to me. By feeding stuff out piece by piece, you can take them as seeds for your imagination and build out and flesh stuff yourself, and you get tons of good ideas, instead of just reading dogmatic lore.</p><p></p><p>That being said, I'm running a Dark Sun campaign in 4E that pulls on tons of lore from 2E as well as the 4E tweaks.</p></blockquote><p></p>
[QUOTE="filthgrinder, post: 5335393, member: 64984"] I would seriously hope that the answer to this question is "No bible. Handled much less formally". "Points of light" isn't a setting, it's a description of a type of setting. The idea is that "Points of light" describe small pockets of civilization in a dark and dangerous wilderness. You could argue that the 2E version of Dark Sun was a Points of Light setting. The Nentir Vale is the "default" or "assumed" setting for 4E D&D. This setting was presented in the DMG1, and INTENTIONALLY left vague and loose. The intention was to provide a framework for DMs, who didn't want to do world building from scratch, to flesh out and make their own. In fact, the chapter calls on DMs to make this their own. The idea was to avoid hamstringing DMs with canon and lore. If you DMed Forgotten Realms, you couldn't just place a dungeon or a tower somewhere, without violating canon and established lore. The fact that "lore" is sprinkled throughout all the books is a bonus to me. By feeding stuff out piece by piece, you can take them as seeds for your imagination and build out and flesh stuff yourself, and you get tons of good ideas, instead of just reading dogmatic lore. That being said, I'm running a Dark Sun campaign in 4E that pulls on tons of lore from 2E as well as the 4E tweaks. [/QUOTE]
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D&D canon backstory - where is it? (and a cosmological inquiry)
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