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Finally figured out why I hate D&D novels.
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<blockquote data-quote="Vraille Darkfang" data-source="post: 2980130" data-attributes="member: 16989"><p>It's not so much I want that. If it reads like flavor text, I don't care for it.</p><p></p><p>This isn't about writing style, it's about writing substance.</p><p></p><p>Or, the double-standard between the Game World of Faerun & the Book World of Faerun.</p><p></p><p>They both use the same world. One affects the other (Shade Enclave from the Books, Sorcerers from 3rd edition). It's pretty clear they are really just 2 sides of the same coin.</p><p></p><p>Despite that, they seem to have completely different rules about what you can do in Faerun.</p><p></p><p>I understand when characters go above and beyond game stats (say Drizzt & Elminster). I can believe they have powers not detailed in the game.</p><p></p><p>No problem. Just because it's not written, doesn't mean its not there.</p><p></p><p>The problem is when Characters seem to forget ALL of their abilities. Hamstringing a Cleric's spell selection to drive home a plot point seems kind of lame to me.</p><p></p><p>When, due to that sudden lack of spellcasting potency, the hero fails to contain some menace that then gets out & wrecks havoc about the North and then a North RPG book comes out that details all the nasty thing this menace is doing...</p><p></p><p>Then I have problems.</p><p></p><p>If you are going to make Faerun the Game World & Faerun the Book world blend into a single entity (Shadowdale, Tantras, Waterdeep for example) you need to have a consitent set of rules. </p><p></p><p>As the Game World is pretty much restricted to the current Rules Set, you should make that the starting point. Feel free to do a little bit of 'DM discretion' but keep it within reason.</p><p></p><p>Basically, if you are going to treat the worlds the same you should use the same "Setting Bible" for both.</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 2980130, member: 16989"] It's not so much I want that. If it reads like flavor text, I don't care for it. This isn't about writing style, it's about writing substance. Or, the double-standard between the Game World of Faerun & the Book World of Faerun. They both use the same world. One affects the other (Shade Enclave from the Books, Sorcerers from 3rd edition). It's pretty clear they are really just 2 sides of the same coin. Despite that, they seem to have completely different rules about what you can do in Faerun. I understand when characters go above and beyond game stats (say Drizzt & Elminster). I can believe they have powers not detailed in the game. No problem. Just because it's not written, doesn't mean its not there. The problem is when Characters seem to forget ALL of their abilities. Hamstringing a Cleric's spell selection to drive home a plot point seems kind of lame to me. When, due to that sudden lack of spellcasting potency, the hero fails to contain some menace that then gets out & wrecks havoc about the North and then a North RPG book comes out that details all the nasty thing this menace is doing... Then I have problems. If you are going to make Faerun the Game World & Faerun the Book world blend into a single entity (Shadowdale, Tantras, Waterdeep for example) you need to have a consitent set of rules. As the Game World is pretty much restricted to the current Rules Set, you should make that the starting point. Feel free to do a little bit of 'DM discretion' but keep it within reason. Basically, if you are going to treat the worlds the same you should use the same "Setting Bible" for both. [/QUOTE]
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