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<blockquote data-quote="grodog" data-source="post: 7805604" data-attributes="member: 1613"><p>To be clear: I see the options for races and classes in a campaign as tools to shape that campaign and what makes it different from other campaigns in the same setting, or in different settings:</p><ul> <li data-xf-list-type="ul">If I run a Lankhmar-style campaign in the Free City of Dyvers, where the PCs are all members (or adjunct members) of the thieves guild, then most of the PCs will be larcenous bastards in demeanor/personality, even if they're not all members of the Thief PC class.</li> <li data-xf-list-type="ul">If I run an Game-of-Thrones style campaign in Erelhi Cinlu where all of the PCs are demon-worshipping drow in-fighting amongst themselves in order to be Queen of the Vault, that's a very different campaign in tone and focus compared to the one above, even if both are ostensibly "evil Greyhawk campaigns"</li> </ul><p>So, if using a dragonborn or tielfling or whatever race (or winged folk or valley elves, or whatever) works in a that campaign, I use them. If not, I don't. </p><p></p><p></p><p></p><p>Thanks!---it's always nice to know that folks use my work in their games here and there =)</p><p></p><p></p><p></p><p><strong>Empahsis above</strong> added by me, for two points:</p><ol> <li data-xf-list-type="ol">I think that juggling that balancing act is tricky, especially for settings like GH and FR with lots of material to master, but that adding new worthwhile content to them is essential to keeping the setting fresh and not to be caught in a Nidus' Endless Repetition of seeing the same plots, villains, and heroes being recycled, reprinted, updated, and cannibalized with each new edition of the game. [USER=7015759]@Rob Kuntz[/USER] 's Maure Castle adventures are a great example of this enrichment process.</li> <li data-xf-list-type="ol">While maintaining a setting's tone and distinct flavor is key, there's also nothing about an older setting that inherently requires revialization either---that's part of the exercise of design restraint that I feel like often gets neglected, and what creates too much sameness across D&D's fantasy settings. Part of what made DS, RL, PS, and other 2e settings more distinctive in comparison to GH and FR was that they had unique baseline worlds as play environments. If you add all of the same classes and races and gods and spells and magic items to every setting, they all become the same, in which case then there's no point in having any of them at all (a la The Incredibles). So maintaining each setting's uniqueness seems important to me as a way to show why and how we play D&D differently in Krynn vs. in Spelljammer vs. in Blackmoor, et al. </li> </ol><p>Allan.</p></blockquote><p></p>
[QUOTE="grodog, post: 7805604, member: 1613"] To be clear: I see the options for races and classes in a campaign as tools to shape that campaign and what makes it different from other campaigns in the same setting, or in different settings: [LIST] [*]If I run a Lankhmar-style campaign in the Free City of Dyvers, where the PCs are all members (or adjunct members) of the thieves guild, then most of the PCs will be larcenous bastards in demeanor/personality, even if they're not all members of the Thief PC class. [*]If I run an Game-of-Thrones style campaign in Erelhi Cinlu where all of the PCs are demon-worshipping drow in-fighting amongst themselves in order to be Queen of the Vault, that's a very different campaign in tone and focus compared to the one above, even if both are ostensibly "evil Greyhawk campaigns" [/LIST] So, if using a dragonborn or tielfling or whatever race (or winged folk or valley elves, or whatever) works in a that campaign, I use them. If not, I don't. Thanks!---it's always nice to know that folks use my work in their games here and there =) [B]Empahsis above[/B] added by me, for two points: [LIST=1] [*]I think that juggling that balancing act is tricky, especially for settings like GH and FR with lots of material to master, but that adding new worthwhile content to them is essential to keeping the setting fresh and not to be caught in a Nidus' Endless Repetition of seeing the same plots, villains, and heroes being recycled, reprinted, updated, and cannibalized with each new edition of the game. [USER=7015759]@Rob Kuntz[/USER] 's Maure Castle adventures are a great example of this enrichment process. [*]While maintaining a setting's tone and distinct flavor is key, there's also nothing about an older setting that inherently requires revialization either---that's part of the exercise of design restraint that I feel like often gets neglected, and what creates too much sameness across D&D's fantasy settings. Part of what made DS, RL, PS, and other 2e settings more distinctive in comparison to GH and FR was that they had unique baseline worlds as play environments. If you add all of the same classes and races and gods and spells and magic items to every setting, they all become the same, in which case then there's no point in having any of them at all (a la The Incredibles). So maintaining each setting's uniqueness seems important to me as a way to show why and how we play D&D differently in Krynn vs. in Spelljammer vs. in Blackmoor, et al. [/LIST] Allan. [/QUOTE]
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