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Dragon 370 - Design & Development: Cosmology
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<blockquote data-quote="pemerton" data-source="post: 4592398" data-attributes="member: 42582"><p>HeroWars and The Dying Earth both fit this description: abstract, narrativist-facilitating rules each tied to a specific world (Glorantha and Vance's Dying Earth respectively).</p><p></p><p>It makes the game playable out of the box. This, in turn, makes the game more accessible to more players.</p><p></p><p>Agreed. I actually find the "lack of fluff" criticisms odd. It's true that there is less zoological information about monsters (feeding habits, size of brood, etc). But for me at least this is more than made up for by the increased amount of information (eg monster descriptions, monster lore suggested encounter groups) that expressly reveals a world of fantastic adventure.</p><p></p><p>I guess being told that rage drakes lay 4-6 spotted eggs a year suggests the possibilty for a slightly zany adventure involving a mad aristocratic collector and a large number of Dex checks. And it's true that 4e lacks this sort of thing.</p><p></p><p>But being told that Baphomet and Yeenoghu are rivals straight away sets up a coflict between minotaurs and gnolls that my PCs can get involved in (if the players read the MM they can even have their players set out to get involved in this conflict, sandbox style). I don't have to build a conflict around some zoological fact. The conflict has been provided for me - I just have to implement it.</p><p></p><p>I just got it today. I haven't read it yet. But I'd assume that, like earlier MotP, it's best approached as a campaign module. There's probably stuff in there that's interesting, even if you want to tweak it or adapt it rather than use it outright.</p><p></p><p>There's also some mechanical stuff that looks interesting (monster, paragon paths, rituals, items).</p></blockquote><p></p>
[QUOTE="pemerton, post: 4592398, member: 42582"] HeroWars and The Dying Earth both fit this description: abstract, narrativist-facilitating rules each tied to a specific world (Glorantha and Vance's Dying Earth respectively). It makes the game playable out of the box. This, in turn, makes the game more accessible to more players. Agreed. I actually find the "lack of fluff" criticisms odd. It's true that there is less zoological information about monsters (feeding habits, size of brood, etc). But for me at least this is more than made up for by the increased amount of information (eg monster descriptions, monster lore suggested encounter groups) that expressly reveals a world of fantastic adventure. I guess being told that rage drakes lay 4-6 spotted eggs a year suggests the possibilty for a slightly zany adventure involving a mad aristocratic collector and a large number of Dex checks. And it's true that 4e lacks this sort of thing. But being told that Baphomet and Yeenoghu are rivals straight away sets up a coflict between minotaurs and gnolls that my PCs can get involved in (if the players read the MM they can even have their players set out to get involved in this conflict, sandbox style). I don't have to build a conflict around some zoological fact. The conflict has been provided for me - I just have to implement it. I just got it today. I haven't read it yet. But I'd assume that, like earlier MotP, it's best approached as a campaign module. There's probably stuff in there that's interesting, even if you want to tweak it or adapt it rather than use it outright. There's also some mechanical stuff that looks interesting (monster, paragon paths, rituals, items). [/QUOTE]
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