Right on the Money!
Ruin Explorer is right on the money. I would separate some complaints about the new Realms before proceeding. 1) I love the tone of the new rules 2) I have no problem with advancing the timeline. But...
Why do we need to radically alter the feel and very look of the world? I mean, the old Realms as Darrin and others have pointed out was/is beautiful. Exactly what do we accomplish by placing earthmotes and Yes album covers everywhere? How does this enhance my campaign? It seems it will make it more difficult for me to make my players suspend disbelief. I understand the arguments for the new Realms eliminating the barrier to entry for new players and designers without the time to read. I get the need to explain the change in magic by cataclysm, but how does alien landscape (in place of beautiful, pristine, FR4/Savage Frontier-like territory) enhance my game?
Ruin Explorer is right on the money. I would separate some complaints about the new Realms before proceeding. 1) I love the tone of the new rules 2) I have no problem with advancing the timeline. But...
Why do we need to radically alter the feel and very look of the world? I mean, the old Realms as Darrin and others have pointed out was/is beautiful. Exactly what do we accomplish by placing earthmotes and Yes album covers everywhere? How does this enhance my campaign? It seems it will make it more difficult for me to make my players suspend disbelief. I understand the arguments for the new Realms eliminating the barrier to entry for new players and designers without the time to read. I get the need to explain the change in magic by cataclysm, but how does alien landscape (in place of beautiful, pristine, FR4/Savage Frontier-like territory) enhance my game?
Ruin Explorer said:Well, here's the thing, and maybe this makes me a nerd and/or proves I was barely born in the 1970s, let alone old enough to think that sort of band was cool. To me, yeah, the FR was, as the quoted person implies "The Renaissence with Magic in quasi-Euro-Middle-Asia", and you know what? That's how I liked it! I liked the fact that the FR was slightly down to Earth, that it was just whoooo-whaaaaa and bong hits.
Whereas the 4E FR seems to be all about the bong hits and LSD and trippy "visions of another weeeeeeeerld maaaaaaaan", which I admit IS kind of awesome, but it's not he kind of setting I'm interested in running.
I mean, compare to books and stuff maybe. I want to run something that's like Locke Lamora with more monsters and magic (or Fafhrd and the Grey Mouser with more non-humans, or something). My players like their vague quasi-real world. What I don't want to run is a trippy-hippy world full of floating islands, inexplicable twisted giant columns of stone, flying fortresses, and so on. Some of that is cool, but lots? Everywhere? It's just so far from our reality that it starts to lose the fun, for us.
I'm reminded of The Colour of Magic, when Rincewind and that barbarian type are dealing with the Pern rip-off, and how the Pern rip-off's dragons and floating castle can only exist within an extremely strong magical field - it seems like all of 4E FR takes place inside that field, and it's... bleh... not my style.
Still, 4E as a whole? No reason I can't use that for a less "Woooo floating islands" setting.
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