Undrave
Legend
Regardless of edition, this is something that would annoy the hell out of me were I relying on the game to provide me with a setting rather than designing my own.
If I have to look all over the place for disconnected scraps of information about the default setting, what's the point of even having one? And how is this of any use to new or inexperienced DMs, or those who don't have the time or inclination to fill in all those holes and-or homebrew large parts of the setting?
Either give me a complete setting in one place that I can use and run right out of the tin, or give me nothing and honestly tell me up front that setting design is my responsibility.
Well I was mostly speaking on the Player facing side. It felt more immersive that, just as the characters themselves in the world, the Player only had an incomplete view of the setting's History.
The DMG had a more consolidated chunk of lore, but it also outright stated that the default setting was purposefully vague so that you could add your own things. The Points of Light setting, so to speak, was about giving you some of those points and you filled in the blanks. The DMG described the Nentir Vale and some important parts of History, the cosmology in broad terms, but it didn't detail the world beyond the vale with like hard geography and current powers and stuff.
Well, when you do a thread about it feel free to add a link here!A singular die rolled with a huge range and even distribution of variability gets to decide whether you succeed or fail in whatever you try to do in the game. Go ahead and call it luck or fate or randomness. Things happen, right? Absolutely! Is this game really supposed to be about chance? Not entirely, but the degree of probability we lend to chance is something we can mitigate. I like to think we can do better.