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<blockquote data-quote="jasamcarl" data-source="post: 1237863" data-attributes="member: 1251"><p>Grompi, I probably agree with the idea that, atleast as spelled out by this preview, Dawnforge is a bit bland. What I disagree with is the listing of point by point comparisons between elements of Dawnforge and other settings and then concluding that it is by virtue of these similarities that the setting was unoriginal. I don't mind references to other fantasy sources; it makes the setting evocative or 'familiar' in a good way. The problem is that they haven't arranged or added on to these 'pieces' in a compelling way (atleast from what i can see of the preview).</p><p></p><p>By 'top-down setting creation', I was referring to the practice of many dms and designers to come up with a broad premise and then move down to the politics, geography, culture, etc and basically stop there. This is a problem because these aren't elements that are all that important to an adventuring group. You also tend to loose the creativity that comes from developing a world from the neccessities of an actual game; you know, the week after week improvisation. FR, Greyhawk, and other old-school settings have those wierd details that make the game more 'fantastic'; dawnforge as shown in the preview doesn't appear to, though it could just be a problem with the preview.</p></blockquote><p></p>
[QUOTE="jasamcarl, post: 1237863, member: 1251"] Grompi, I probably agree with the idea that, atleast as spelled out by this preview, Dawnforge is a bit bland. What I disagree with is the listing of point by point comparisons between elements of Dawnforge and other settings and then concluding that it is by virtue of these similarities that the setting was unoriginal. I don't mind references to other fantasy sources; it makes the setting evocative or 'familiar' in a good way. The problem is that they haven't arranged or added on to these 'pieces' in a compelling way (atleast from what i can see of the preview). By 'top-down setting creation', I was referring to the practice of many dms and designers to come up with a broad premise and then move down to the politics, geography, culture, etc and basically stop there. This is a problem because these aren't elements that are all that important to an adventuring group. You also tend to loose the creativity that comes from developing a world from the neccessities of an actual game; you know, the week after week improvisation. FR, Greyhawk, and other old-school settings have those wierd details that make the game more 'fantastic'; dawnforge as shown in the preview doesn't appear to, though it could just be a problem with the preview. [/QUOTE]
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