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First Impressions – Guildmasters Guide to Ravnica
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<blockquote data-quote="flametitan" data-source="post: 7764032" data-attributes="member: 6822731"><p>Part of it is that it's straight lacking in chunks, like how the history section glosses over 10,000 years of history like nothing happened, to cases of just not telling us anything about important NPCs (Like, there is <em>nothing</em> about Isperia besides that she's a sphinx and that she's apparently female, as far as I can tell.) The intro teases of locations like the Mausoleum District, Smelting District, and Lake district, all of which sound like they'd be really cool to explore, but none of them show up at a later point, from what I can tell.</p><p></p><p>There's times where it seems to undermine its own premise. For example, fine cuisine and coffee being an apparently common luxury according to the intro, but then goes on to say that the closest thing to large scale agriculture are from the Selesya gardens and the Golgari mushroom farms, which an earlier description implied wasn't that fine of cuisine. It talks about how the entire world is a city, but the fact that it only focuses on one district, and how the guilds all happen to have their base of operations in it, makes that element irrelevant.</p><p></p><p>Minor nitpick, but the Calendar being the Gregorian Calendar but with renamed months and starting on March feels lazy.</p><p></p><p>I guess for me, though, it feels like it's missing that thematic thread that ties everything together. Like, to compare and contrast, <em>Wayfinder's Guide to Eberron</em> has the opposite problem; there is very little about the setting of Eberron within it. However, it oozes with character, and its opening section is clear on answering, "Why play in Eberron?" Because of its pull to noir fiction, it emphasizes the shades of grey in morality, and how problems don't necessarily have a clear cut answer. The player characters are encouraged to be flawed figures, with their own vices and guilts. However, because it also plays into pulp fiction, it pushes for high stakes action where the only ones capable of saving the day are the aforementioned flawed PCs.</p><p></p><p>Ravnica, however, I can't help but wonder what the theme is. I get what it's <em>about</em> on a superficial level; political intrigue spurred on by the guilds in an urban environment. But that's not what I'm looking for. I'm looking for stories that Ravnica is uniquely suited for telling, stuff I'd have a hard time telling in other worlds. I can do Urban campaigns in other settings. I can do political intrigue in other settings.</p></blockquote><p></p>
[QUOTE="flametitan, post: 7764032, member: 6822731"] Part of it is that it's straight lacking in chunks, like how the history section glosses over 10,000 years of history like nothing happened, to cases of just not telling us anything about important NPCs (Like, there is [i]nothing[/i] about Isperia besides that she's a sphinx and that she's apparently female, as far as I can tell.) The intro teases of locations like the Mausoleum District, Smelting District, and Lake district, all of which sound like they'd be really cool to explore, but none of them show up at a later point, from what I can tell. There's times where it seems to undermine its own premise. For example, fine cuisine and coffee being an apparently common luxury according to the intro, but then goes on to say that the closest thing to large scale agriculture are from the Selesya gardens and the Golgari mushroom farms, which an earlier description implied wasn't that fine of cuisine. It talks about how the entire world is a city, but the fact that it only focuses on one district, and how the guilds all happen to have their base of operations in it, makes that element irrelevant. Minor nitpick, but the Calendar being the Gregorian Calendar but with renamed months and starting on March feels lazy. I guess for me, though, it feels like it's missing that thematic thread that ties everything together. Like, to compare and contrast, [i]Wayfinder's Guide to Eberron[/i] has the opposite problem; there is very little about the setting of Eberron within it. However, it oozes with character, and its opening section is clear on answering, "Why play in Eberron?" Because of its pull to noir fiction, it emphasizes the shades of grey in morality, and how problems don't necessarily have a clear cut answer. The player characters are encouraged to be flawed figures, with their own vices and guilts. However, because it also plays into pulp fiction, it pushes for high stakes action where the only ones capable of saving the day are the aforementioned flawed PCs. Ravnica, however, I can't help but wonder what the theme is. I get what it's [i]about[/i] on a superficial level; political intrigue spurred on by the guilds in an urban environment. But that's not what I'm looking for. I'm looking for stories that Ravnica is uniquely suited for telling, stuff I'd have a hard time telling in other worlds. I can do Urban campaigns in other settings. I can do political intrigue in other settings. [/QUOTE]
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