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Dungeons & Dragons Teases New Campaign Settings
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<blockquote data-quote="Misanthrope Prime" data-source="post: 9570599" data-attributes="member: 6776166"><p>Birthright's lore limited its country rulership system to a select number of nobles and races. The setting would need a massive rework to begin with to make room for lots of the class and flavor options that have been added since 2e, but plenty of players would love to rule a country but not necessarily be a noble. The lore changes to the setting to make it playable with the expectations of the contemporary audience would practically necessitate a new setting anyway, so why use the name and lore when there's a lot more potential for baggage?</p><p></p><p>Reboot an extremely obscure setting from the TSR days, you'll only really appeal to the small handful of people who remember that gameline and have a big risk of pissing them off. Whereas if you make a setting from scratch you can probably have lots of mainstream outlets carry a story about "D&D introduces its first new world since 2008!" or however they want to phrase it, and because it's a fresh world you can make sure to jam it packed with elements more relevant to the consumers of today (whose tastes may not align particularly with you and I, the kind of people enthusiastic enough and with enough free time to discuss this on a weekday).</p><p></p><p>EDIT: To elaborate; Birthright restricts the player to one system of government. Fresh lore could allow players to run republics, theocracies, military dictatorships, anarcho-syndicalist communes, whatever.</p></blockquote><p></p>
[QUOTE="Misanthrope Prime, post: 9570599, member: 6776166"] Birthright's lore limited its country rulership system to a select number of nobles and races. The setting would need a massive rework to begin with to make room for lots of the class and flavor options that have been added since 2e, but plenty of players would love to rule a country but not necessarily be a noble. The lore changes to the setting to make it playable with the expectations of the contemporary audience would practically necessitate a new setting anyway, so why use the name and lore when there's a lot more potential for baggage? Reboot an extremely obscure setting from the TSR days, you'll only really appeal to the small handful of people who remember that gameline and have a big risk of pissing them off. Whereas if you make a setting from scratch you can probably have lots of mainstream outlets carry a story about "D&D introduces its first new world since 2008!" or however they want to phrase it, and because it's a fresh world you can make sure to jam it packed with elements more relevant to the consumers of today (whose tastes may not align particularly with you and I, the kind of people enthusiastic enough and with enough free time to discuss this on a weekday). EDIT: To elaborate; Birthright restricts the player to one system of government. Fresh lore could allow players to run republics, theocracies, military dictatorships, anarcho-syndicalist communes, whatever. [/QUOTE]
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