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General Tabletop Discussion
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D&D Canon - why is it important and how does it affect your game?
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<blockquote data-quote="Blue" data-source="post: 9184912" data-attributes="member: 20564"><p>Some people have more character ideas then they will ever have a chance to play. (Okay, that's me, but not just me.) But I love world building and I have more setting ideas then I will ever have a chance to run. My last four campaigns completed averaging 4 1/2 years, with a spread from 3 to 7 years. So canon means nothing to me when running.</p><p></p><p>But when playing in a established setting, the number one most important thing is that everyone is on the same page. If a player has expectations about a setting that are at odd with what the DM is running, it's better if they are in a featureless white box. Because otherwise the shared commonalities of the setting are actually all landmines.</p><p></p><p>"But the clues you have been dropping fit strongly to Sammaster, so of course we have been investigating the Cult of the Dragon!"</p><p></p><p>"Who the heck is Sammaster? I've never heard of them so my clues couldn't have pointed at him."</p><p></p><p>So if you are playing in an established setting, any deviations from canon are actively harmful to play unless directly and explicitly told. And it's usually easier just to stick to canon.</p><p></p><p>That's one of the reasons I freaking hate the Forgotten Realms with a passion. I've been playing in it since the early 90s, and there is so much lore I know that there is literally zero chance I will be aligned with the DM, and I know there's so much lore that I don't know because I wasn't into all of the bleeding novels so everything there is either a landmine, or a completely bland generic serial-numbers-filed-off grayish beige echo of an actual setting.</p><p></p><p>For the past several years I've run my own homebrew, and played in a shared world that we all know the lore of because we've made it. All good.</p><p></p><p>TL;DR: If using an established setting, canon is of utmost importance even if it's just to make sure everyone knows where you are deviating from it.</p></blockquote><p></p>
[QUOTE="Blue, post: 9184912, member: 20564"] Some people have more character ideas then they will ever have a chance to play. (Okay, that's me, but not just me.) But I love world building and I have more setting ideas then I will ever have a chance to run. My last four campaigns completed averaging 4 1/2 years, with a spread from 3 to 7 years. So canon means nothing to me when running. But when playing in a established setting, the number one most important thing is that everyone is on the same page. If a player has expectations about a setting that are at odd with what the DM is running, it's better if they are in a featureless white box. Because otherwise the shared commonalities of the setting are actually all landmines. "But the clues you have been dropping fit strongly to Sammaster, so of course we have been investigating the Cult of the Dragon!" "Who the heck is Sammaster? I've never heard of them so my clues couldn't have pointed at him." So if you are playing in an established setting, any deviations from canon are actively harmful to play unless directly and explicitly told. And it's usually easier just to stick to canon. That's one of the reasons I freaking hate the Forgotten Realms with a passion. I've been playing in it since the early 90s, and there is so much lore I know that there is literally zero chance I will be aligned with the DM, and I know there's so much lore that I don't know because I wasn't into all of the bleeding novels so everything there is either a landmine, or a completely bland generic serial-numbers-filed-off grayish beige echo of an actual setting. For the past several years I've run my own homebrew, and played in a shared world that we all know the lore of because we've made it. All good. TL;DR: If using an established setting, canon is of utmost importance even if it's just to make sure everyone knows where you are deviating from it. [/QUOTE]
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