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Has D&D become too...D&Dish?
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<blockquote data-quote="Hussar" data-source="post: 2925380" data-attributes="member: 22779"><p>And, to a large degree this is true. However (you knew that was coming didn't ya? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) many of the large campaign settings have ignored the exact same things each and every time in an attempt to recreate a particular style of genre. Greyhawk and Forgotten Realms, the two largest campaign settings by a large shot, have ignored exactly the same things - the effect of wide spread industrial magic and the presence of spell casters and their effect on society. </p><p></p><p>Sure, we have the Red Wizards of Thay, but, by and large, states are set up as analogues to real world city states and small (and not so small) nation states in Middle Ages Europe. </p><p></p><p>I do see it as a maturation process when we finally have settings which ask the difficult questions rather than simply sweeping them under the carpet. Why shouldn't game mechanics have an impact on the setting? This is a question that has been largely ignored for thirty years of game development in DnD. This isn't simply a style difference.</p><p></p><p>If it was that simple. Just a difference in taste, then we would have seen it long ago. But, it's not. The difficulties inherent in incorporating the existence of DnD mechanics in a consistent, reasonably detailed world are numerous. This is a hard question with a capital H. This is why we haven't seen it from d20 sources very much. Yes, there have been steam punk, but, then again, these systems are pretty far removed from DnD. We have seen numerous reductionist systems - Conan, Thieves World, True 20, Midnight. </p><p></p><p>But, by and large, the only undertaking that has had any legs in decades for answering the truly hard question has been Eberron. Mystara went a fair way with the question, but, generally it was easier in that system since much of the mechanics were undefined or certainly less defined. In 20 years of 1e and 2e, the only settings that have explored this to any degree have been Planescape and Spelljammer, both very much niche settings with followings, but, nowhere near the success of Forgotten Realms or Greyhawk.</p><p></p><p>In other words, you guys have had it your way for decades. It's time to give the other side a shot at the kitty. Let's actually start examining those sacred fallacies and see where it leads us. For those who aren't interested, Forgotten Realms and Greyhawk will always be with us, but, considering the success of Eberron, I would say that there are more than a few fans out there who are tired of the same old same old and would like to try something new.</p><p></p><p>Not that new will necessarily be better. But it will be different. And maybe we'll be able to see some new answers to the hard questions, which in turn may lead to even better understandings of campaign design. Who knows?</p></blockquote><p></p>
[QUOTE="Hussar, post: 2925380, member: 22779"] And, to a large degree this is true. However (you knew that was coming didn't ya? :) ) many of the large campaign settings have ignored the exact same things each and every time in an attempt to recreate a particular style of genre. Greyhawk and Forgotten Realms, the two largest campaign settings by a large shot, have ignored exactly the same things - the effect of wide spread industrial magic and the presence of spell casters and their effect on society. Sure, we have the Red Wizards of Thay, but, by and large, states are set up as analogues to real world city states and small (and not so small) nation states in Middle Ages Europe. I do see it as a maturation process when we finally have settings which ask the difficult questions rather than simply sweeping them under the carpet. Why shouldn't game mechanics have an impact on the setting? This is a question that has been largely ignored for thirty years of game development in DnD. This isn't simply a style difference. If it was that simple. Just a difference in taste, then we would have seen it long ago. But, it's not. The difficulties inherent in incorporating the existence of DnD mechanics in a consistent, reasonably detailed world are numerous. This is a hard question with a capital H. This is why we haven't seen it from d20 sources very much. Yes, there have been steam punk, but, then again, these systems are pretty far removed from DnD. We have seen numerous reductionist systems - Conan, Thieves World, True 20, Midnight. But, by and large, the only undertaking that has had any legs in decades for answering the truly hard question has been Eberron. Mystara went a fair way with the question, but, generally it was easier in that system since much of the mechanics were undefined or certainly less defined. In 20 years of 1e and 2e, the only settings that have explored this to any degree have been Planescape and Spelljammer, both very much niche settings with followings, but, nowhere near the success of Forgotten Realms or Greyhawk. In other words, you guys have had it your way for decades. It's time to give the other side a shot at the kitty. Let's actually start examining those sacred fallacies and see where it leads us. For those who aren't interested, Forgotten Realms and Greyhawk will always be with us, but, considering the success of Eberron, I would say that there are more than a few fans out there who are tired of the same old same old and would like to try something new. Not that new will necessarily be better. But it will be different. And maybe we'll be able to see some new answers to the hard questions, which in turn may lead to even better understandings of campaign design. Who knows? [/QUOTE]
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