Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: Racial Benefits
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cadfan" data-source="post: 4202584" data-attributes="member: 40961"><p>The thing about implied settings-</p><p></p><p>Its a really fine line. But frankly, a game with an implied setting is almost always better than one without.</p><p></p><p>Why?</p><p></p><p>Because implied settings justify crunch that wouldn't otherwise exist.</p><p></p><p>Look at the Tome of Magic. Sure, there were balance issues in it, but its almost universally loved for its flavor. Take the Shadowcaster. Its a spellcaster that has powers involving darkness, light, reflections, negative energy, counter-magic, cold, storms, and so on. Why do all of those things fit so well together? Because of an implied setting locale called the Plane of Shadow. Or take the Binder. Look at any random pact. They contain abilities which, if considered in isolation, don't make sense together. For example, mist, ranged touch attacks, and unlocking doors. Why? What does mist and unlocking doors have to do with each other? Not much without the implied setting, but thanks to the extensive backstory on that particular vestige, they go together amazingly well.</p><p></p><p>So... I kind of put implied setting in three categories.</p><p></p><p>1. Unimportant. This is of course the type that ENWorld cares about the most. Stuff like the name of deities. If you're going to have special abilities for priests who worship different types of gods, then you pretty much need a default name for that god. The game would be kind of obnoxious if each god was labeled in the PHB as "Deity of Valor- check with your DM for this deity's name." So a name gets slapped on. Easiest thing in the world to change, and honestly doesn't matter if you don't change it.</p><p></p><p>2. Good. This is fluff that ties together crunch in an interesting manner, but which doesn't clutter the game if you don't need it. See Binder pacts for reference. In 4e, this is stuff like the Eladrin connection to the Feywild. It justifies Eladrin having teleportation tricks. Teleportation tricks are cool, and this gives an explanation for why they belong to the Eladrin in particular, and thus the game is richer. But if you don't want the Feywild in your game, just say "Look, we're not using the Feywild (or any other planes). Eladrin can still teleport, all the magic stuff works, but there's no such place, ok?" Its lightly tied in, so its easy to reap its benefits without any harms.</p><p></p><p>3. Fluff that is appropriate in other games, but not in D&D. This would be your city maps, your kingdom names, that kind of thing. Stuff that ties your game down to a specific world, instead of a generic world with a couple of specific attributes like we have now. In certain other games this would be appropriate. In Feng Shui, its a game of Hong Kong cinema, so a map of Hong Kong is appropriate. The game would be lessened without it. But a map of Waterdeep in the PHB just gets in the way of D&D's goal, which is to be a relatively generic, modifiable fantasy game.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4202584, member: 40961"] The thing about implied settings- Its a really fine line. But frankly, a game with an implied setting is almost always better than one without. Why? Because implied settings justify crunch that wouldn't otherwise exist. Look at the Tome of Magic. Sure, there were balance issues in it, but its almost universally loved for its flavor. Take the Shadowcaster. Its a spellcaster that has powers involving darkness, light, reflections, negative energy, counter-magic, cold, storms, and so on. Why do all of those things fit so well together? Because of an implied setting locale called the Plane of Shadow. Or take the Binder. Look at any random pact. They contain abilities which, if considered in isolation, don't make sense together. For example, mist, ranged touch attacks, and unlocking doors. Why? What does mist and unlocking doors have to do with each other? Not much without the implied setting, but thanks to the extensive backstory on that particular vestige, they go together amazingly well. So... I kind of put implied setting in three categories. 1. Unimportant. This is of course the type that ENWorld cares about the most. Stuff like the name of deities. If you're going to have special abilities for priests who worship different types of gods, then you pretty much need a default name for that god. The game would be kind of obnoxious if each god was labeled in the PHB as "Deity of Valor- check with your DM for this deity's name." So a name gets slapped on. Easiest thing in the world to change, and honestly doesn't matter if you don't change it. 2. Good. This is fluff that ties together crunch in an interesting manner, but which doesn't clutter the game if you don't need it. See Binder pacts for reference. In 4e, this is stuff like the Eladrin connection to the Feywild. It justifies Eladrin having teleportation tricks. Teleportation tricks are cool, and this gives an explanation for why they belong to the Eladrin in particular, and thus the game is richer. But if you don't want the Feywild in your game, just say "Look, we're not using the Feywild (or any other planes). Eladrin can still teleport, all the magic stuff works, but there's no such place, ok?" Its lightly tied in, so its easy to reap its benefits without any harms. 3. Fluff that is appropriate in other games, but not in D&D. This would be your city maps, your kingdom names, that kind of thing. Stuff that ties your game down to a specific world, instead of a generic world with a couple of specific attributes like we have now. In certain other games this would be appropriate. In Feng Shui, its a game of Hong Kong cinema, so a map of Hong Kong is appropriate. The game would be lessened without it. But a map of Waterdeep in the PHB just gets in the way of D&D's goal, which is to be a relatively generic, modifiable fantasy game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: Racial Benefits
Top