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From Corporate Setting to "Un-Setting" (waiting for a Sixth Edition homebrew culture)
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<blockquote data-quote="Dungeonosophy" data-source="post: 6304971" data-attributes="member: 6688049"><p><strong>What I want.</strong></p><p></p><p></p><p></p><p>Yes, I'm looking for localization notes for *every* published TSR/WotC setting (not only the few which are widely remembered), to be included (at least as a web enhancement) in every 5th Edition adventure and sourcebook, and in every 5th Edition Dragon magazine article and Dungeon magazine adventure.</p><p></p><p>Plus, the instilling of a homebrew, kit-bashing, reverse-engineering culture into the game by marking all proper names in (parentheses) within any rpg gamebook. Novels excepted.</p><p></p><p>Plus, "localization notes" for homebrew settings in every adventure and sourcebook, offering three alternate names for every major proper name.</p><p></p><p>Plus, an explicit "meta-cosmology" which recognizes that the campaigns of all game groups are considered to be alternate, parallel timelines alongside the WotC timeline. This would be supported by the DMG 'expecting' DMs (or gaming groups) to name their campaign "Such-and-such's D&D World of the Forgotten Realms" or "Such-and-such's D&D World of Greyhawk". The full official name of the WotC timeline would be "Wizards of the Coast Presents: the D&D World of Forgotten Realms".</p><p></p><p>Plus, a step-by-step or a la carte Worldbuilding meta-game built into the DMG (or, since the DMG is already printed, in a Worldbuilder's Guide):</p><p>A) Patch together your own world out of whatever adventures you happen to run during the course of actual play.</p><p>B) And/or choose a theme or themes: Medieval Fantasy, Pulp, Grim & Gritty, Gothic Horror, Extraplanar...</p><p></p><p>So that through this Worldbuilding meta-game, the DMs and gaming groups are expected to end up, by 20th level, with their own Campaign Setting, with its own name, logo, and PDF worldbook, and which grew organically out of the interplay between whatever adventures were actually played, and on the other hand, any overarching themes which were aimed for from the outset.</p><p></p><p>The basic 'default' theme would be Medieval Fantasy, and the basic Worldbuilding route would unfold through Gygaxian dungeoncrawling, followed by overland and urban adventures, followed by national, continental, global, and interplanar/interstellar adventures. It would be expected for many campaigns to be organically stitched together from bits and pieces of Forgotten Realms, Golarion, Dragonlance, Freeport, Dark Sun and what have you...with the actual adventures serving as the formative core.</p><p></p><p>Throw in a OGL into the mix, and we'd have a free-breathing, radically creative D&D gaming culture. I may have to wait till 7th Edition.</p></blockquote><p></p>
[QUOTE="Dungeonosophy, post: 6304971, member: 6688049"] [b]What I want.[/b] Yes, I'm looking for localization notes for *every* published TSR/WotC setting (not only the few which are widely remembered), to be included (at least as a web enhancement) in every 5th Edition adventure and sourcebook, and in every 5th Edition Dragon magazine article and Dungeon magazine adventure. Plus, the instilling of a homebrew, kit-bashing, reverse-engineering culture into the game by marking all proper names in (parentheses) within any rpg gamebook. Novels excepted. Plus, "localization notes" for homebrew settings in every adventure and sourcebook, offering three alternate names for every major proper name. Plus, an explicit "meta-cosmology" which recognizes that the campaigns of all game groups are considered to be alternate, parallel timelines alongside the WotC timeline. This would be supported by the DMG 'expecting' DMs (or gaming groups) to name their campaign "Such-and-such's D&D World of the Forgotten Realms" or "Such-and-such's D&D World of Greyhawk". The full official name of the WotC timeline would be "Wizards of the Coast Presents: the D&D World of Forgotten Realms". Plus, a step-by-step or a la carte Worldbuilding meta-game built into the DMG (or, since the DMG is already printed, in a Worldbuilder's Guide): A) Patch together your own world out of whatever adventures you happen to run during the course of actual play. B) And/or choose a theme or themes: Medieval Fantasy, Pulp, Grim & Gritty, Gothic Horror, Extraplanar... So that through this Worldbuilding meta-game, the DMs and gaming groups are expected to end up, by 20th level, with their own Campaign Setting, with its own name, logo, and PDF worldbook, and which grew organically out of the interplay between whatever adventures were actually played, and on the other hand, any overarching themes which were aimed for from the outset. The basic 'default' theme would be Medieval Fantasy, and the basic Worldbuilding route would unfold through Gygaxian dungeoncrawling, followed by overland and urban adventures, followed by national, continental, global, and interplanar/interstellar adventures. It would be expected for many campaigns to be organically stitched together from bits and pieces of Forgotten Realms, Golarion, Dragonlance, Freeport, Dark Sun and what have you...with the actual adventures serving as the formative core. Throw in a OGL into the mix, and we'd have a free-breathing, radically creative D&D gaming culture. I may have to wait till 7th Edition. [/QUOTE]
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