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*Pathfinder & Starfinder
D&D Has Never Been Suitable for Generic Fantasy
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<blockquote data-quote="howandwhy99" data-source="post: 5926650" data-attributes="member: 3192"><p>Well, I don't want to leave you confused. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>For me, every rule in D&D defines setting. What the "rules" are aren't so much the way the game must be played, but a toolbox of systems that functionally work in harmony with each other. </p><p></p><p>The default rules are a more specific fantasy world with races, specialty classes, magic items, and monsters all defined. If you simply want to use everything available, you can. However, I don't believe that would make it generic. It's just the default setting.</p><p></p><p>Alternatively, rules can be chosen piecemeal and new house rules added to define a unique setting still possible with the rules D&D supports. The scope of these are broad, but stuff like DarkSun really pushes its boundaries. Try and play Star Wars and very little of what you would want is supported.</p><p></p><p>So a Greyhawk-clone definitely supported with plenty of easy to convert adventures. A DarkSun-clone would require a lot of conversion far more work. Attempting to play in the Star Wars universe effectively means making a new game with some rules and inspiration from D&D (a la Boot Hill). </p><p></p><p>To me "generic setting" is like saying "genre setting". What world is your D&D campaign in? "Fantasy-land" (except Disney already owns that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) I guess that would mean everything not real. If you have a setting, then it's going to be specific IMO. No where is every where. Plus, no rule set is going to be able to support every possible to imagine setting, but D&D does a fair job within the realm of medieval magical ones stretching from high fantasy to swords and sorcery. Lots of history, myth, and legend are provided here albeit in its own particular version.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5926650, member: 3192"] Well, I don't want to leave you confused. :) For me, every rule in D&D defines setting. What the "rules" are aren't so much the way the game must be played, but a toolbox of systems that functionally work in harmony with each other. The default rules are a more specific fantasy world with races, specialty classes, magic items, and monsters all defined. If you simply want to use everything available, you can. However, I don't believe that would make it generic. It's just the default setting. Alternatively, rules can be chosen piecemeal and new house rules added to define a unique setting still possible with the rules D&D supports. The scope of these are broad, but stuff like DarkSun really pushes its boundaries. Try and play Star Wars and very little of what you would want is supported. So a Greyhawk-clone definitely supported with plenty of easy to convert adventures. A DarkSun-clone would require a lot of conversion far more work. Attempting to play in the Star Wars universe effectively means making a new game with some rules and inspiration from D&D (a la Boot Hill). To me "generic setting" is like saying "genre setting". What world is your D&D campaign in? "Fantasy-land" (except Disney already owns that :) ) I guess that would mean everything not real. If you have a setting, then it's going to be specific IMO. No where is every where. Plus, no rule set is going to be able to support every possible to imagine setting, but D&D does a fair job within the realm of medieval magical ones stretching from high fantasy to swords and sorcery. Lots of history, myth, and legend are provided here albeit in its own particular version. [/QUOTE]
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