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Dragonlance: Everything You Need For Shadow of the Dragon Queen
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<blockquote data-quote="Remathilis" data-source="post: 8812762" data-attributes="member: 7635"><p>Theros is being discussed elsewhere, but I'll say my opinion is that the MTG settings are guest settings. At best, it's an attempt to approximate playing in that setting without needing to make a whole new RPG to properly do it justice. Ravnica and Theros (and to an extent Exandria) are about as official D&D settings as Kalamar or Rokugan were.</p><p></p><p>A D&D setting was a setting designed for D&D first. It should reflect what is in D&D at the time it is being updated. There are a few reasons for that. </p><p></p><p>1. WotC wants to maximize profit. They do that by making their books as compatible as possible. They want you to buy Everything books and use them in Ravenloft, Spelljammer and Dragonlance. They want you to run Radiant Citadel adventures in Eberron or Greyhawk. It is not in their interest to sell you books that forbid or exclude other books from being used. </p><p></p><p>2. They want settings to have a light touch. Ravenloft got rid of Powers Checks and dozens of changes to spells and classes. Spelljammer got rid of the rules for losing spellcasting while jamming. Krynn's moons no longer affect spell power. A setting gets a few added options, but almost never anything that requires a second book modifying a different book. You can make a character using the only PHB and play them in any D&D world with only an additional option (like Dark Gifts or Bonus feats) added via the setting.</p><p></p><p>3. A small one, but settings with consistent options make organized play (Adventurer's League) easier to manage. Especially with players who drop in and out and aren't necessarily keyed into a settings particular nuance.</p><p></p><p>4. It creates a unified brand appearance. Certain design principles and assumptions remain constant across all settings. When the book says "D&D" you're getting a large collection of assumptions already baked into it. It's just up to the setting to flavor them (War. Space. Horror. Pulp/noir.) </p><p></p><p>Now you're probably going to say none of that matters to you, the DM of your own game. Those are concerns for WotC as brand manager and publisher. And you're right! They don't matter to your table. WotC doesn't care if you ban everything but humans and fighters at your table. But they care what is going to go in their books, and if you think there is any incentive for them to tell you to ban anything, you're insane. </p><p></p><p>The era of TSR, who made a bunch of completing RPGs that used some common resources but were otherwise unique games, is over. The trend has been towards the notion of unified game rules and options since 3e. There may be an exception on occasion (like kender replacing halfling) but the overall trend is settings that complement but don't compete with the core rules.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8812762, member: 7635"] Theros is being discussed elsewhere, but I'll say my opinion is that the MTG settings are guest settings. At best, it's an attempt to approximate playing in that setting without needing to make a whole new RPG to properly do it justice. Ravnica and Theros (and to an extent Exandria) are about as official D&D settings as Kalamar or Rokugan were. A D&D setting was a setting designed for D&D first. It should reflect what is in D&D at the time it is being updated. There are a few reasons for that. 1. WotC wants to maximize profit. They do that by making their books as compatible as possible. They want you to buy Everything books and use them in Ravenloft, Spelljammer and Dragonlance. They want you to run Radiant Citadel adventures in Eberron or Greyhawk. It is not in their interest to sell you books that forbid or exclude other books from being used. 2. They want settings to have a light touch. Ravenloft got rid of Powers Checks and dozens of changes to spells and classes. Spelljammer got rid of the rules for losing spellcasting while jamming. Krynn's moons no longer affect spell power. A setting gets a few added options, but almost never anything that requires a second book modifying a different book. You can make a character using the only PHB and play them in any D&D world with only an additional option (like Dark Gifts or Bonus feats) added via the setting. 3. A small one, but settings with consistent options make organized play (Adventurer's League) easier to manage. Especially with players who drop in and out and aren't necessarily keyed into a settings particular nuance. 4. It creates a unified brand appearance. Certain design principles and assumptions remain constant across all settings. When the book says "D&D" you're getting a large collection of assumptions already baked into it. It's just up to the setting to flavor them (War. Space. Horror. Pulp/noir.) Now you're probably going to say none of that matters to you, the DM of your own game. Those are concerns for WotC as brand manager and publisher. And you're right! They don't matter to your table. WotC doesn't care if you ban everything but humans and fighters at your table. But they care what is going to go in their books, and if you think there is any incentive for them to tell you to ban anything, you're insane. The era of TSR, who made a bunch of completing RPGs that used some common resources but were otherwise unique games, is over. The trend has been towards the notion of unified game rules and options since 3e. There may be an exception on occasion (like kender replacing halfling) but the overall trend is settings that complement but don't compete with the core rules. [/QUOTE]
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