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How about this for 5E Campaign Settings: "Classic Worlds of D&D"
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<blockquote data-quote="Mercurius" data-source="post: 6234227" data-attributes="member: 59082"><p>You're probably right, and when I first started that I post I was going to say something similar, but then I realized that Sigil (and the Outlands) could warrant its own book, and it could be a terrific product. </p><p></p><p></p><p></p><p>Maybe, but I think its a law of diminishing returns thing (and this goes for the Forgotten Realms as well). You have a huge number of folks who read Chronicles and Legends and enjoyed them, then a gradually diminishing number with the later "generations" of Dragonlance. Yet even more so, and this is more to my point and isn't really about personal bias, Krynn is a world that has been primarily guided by novels and any Dragonlance product has the weight of that history behind it. I think this is also true of FR, but to a lesser extent, and--more importantly--with the driving directive being the world as a game setting rather than as a setting for novels.</p><p></p><p>In other words, I've always had the feeling that Dragonlance as a game setting was an opportunity to "play in the world of the Dragonlance novels" whereas the FR novels were "examples of how stories and adventures could be in the Realms." That's a very important distinction of orientation.</p><p></p><p></p><p></p><p>No doubt!</p><p></p><p></p><p></p><p>I go back to that map employed in the Nerath board game. I want to know what's beyond Nentir Vale, and what's beyond Nerath. I only run homebrew worlds so it isn't a matter of wanting to play in Nerath, but because I enjoy reading about settings.</p><p></p><p>I've always felt that each new edition of D&D should have its own, flagship setting that best exploits the specifics of the edition and gives new designers a chance to really creatively explore and experiment. Each edition did this to some extent, with a carryover setting from previous edition(s) that became a classic in the new setting, and a new setting or settings:</p><p></p><p>1E:</p><p>Classic - Greyhawk</p><p>New - Dragonlance, Forgotten Realms</p><p></p><p>2E: </p><p>Classic - Greyhawk, Forgotten Realms</p><p>New - Spelljammer, Planescape, Dark Sun, Birthright, etc</p><p></p><p>3E: </p><p>Classic - Greyhawk, Forgotten Realms</p><p>New - Eberron</p><p></p><p>4E: </p><p>Classic - Forgotten Realms, Eberron, Dark Sun</p><p>New - Nerath</p><p></p><p>I think the disappointment with Nerath is that, unlike with previous new settings, there wasn't much development; it felt aborted. This was compounded when the pulled the <em>Nentir Vale Gazetteer </em>off the production schedule.</p><p></p><p>I suspect that we will see both in 5E: Classic treatments (as this thread was inspired by), but also a new setting, which may take a year or three to emerge.</p><p></p><p></p><p></p><p>Interesting.</p><p></p><p></p><p></p><p>We diverge a bit here. I mean on one hand, for my own sake I'd much rather see something new - a new setting especially, but also a new take on a classic. But commercially speaking, I think it a classic Realms or Greyhawk would be more successful than another major change in the timeline. I mean, let's call a spade a spade: the 4e Realms was an outright disaster. Maybe not creatively, but in terms of community response. Whatever explanation they come up with--whether they just reboot to greybox, or at least pre-Spellplague or, more likely, they have some hokey event that shifts things magically, like Elminster kills Ao and takes his stuff and then reverts the Realms to the time when he and the Simbul were getting it on--the end will result will, I am fairly certain, be something akin to a classic Realms feel - more Greenwoodian than Cordellian.</p><p></p><p></p><p></p><p>Good point. For me gray box and the 3e book are close enough. But Spellplague utterly changed the setting. I'm not even saying for the worse, but that is the popular opinion and I'm fairly certain WotC wants to rectify that. So it may be that a 5e treatment - if it is just reverting to something akin to the 3e period - serves a purpose as a "right of wrongs," so to speak, and a declaration of their commitment to a more traditional Realms feel.</p><p></p><p>But it also could be, again--and I even think this more likely, or at least equally so, as a reboot--that they advance the timeline again and many of the effects of the Spellplague are reversed. This would be the Marvel-esque approach. </p><p></p><p>In any of the various possibilities, I can still see them having a chapter or section or appendix to offer advice on how to run the Realms in "alternate versions" or time periods.</p><p></p><p></p><p></p><p>I think the point here is not about providing new information as much as it is about <em>new presentation. </em>Greyhawk, in particular, would be geared at the "greying" fans, those who remember Greyhawk from their youth (in that sense, maybe a box set would be more appropriate than a hardcover). But the point is that Greyhawk has never gotten the royal treatment. The most comprehensive product, the 3e gazetteer, wasn't the royal treatment - it wasn't hardcover, nor color, and with a mediocre map. </p><p></p><p></p><p></p><p>I think Golarion's Inner Sea Guide might be the book to beat now, although they're close. But I basically agree with you here. Whatever they end up doing, they need to not only do it well, but explain why they're doing it.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6234227, member: 59082"] You're probably right, and when I first started that I post I was going to say something similar, but then I realized that Sigil (and the Outlands) could warrant its own book, and it could be a terrific product. Maybe, but I think its a law of diminishing returns thing (and this goes for the Forgotten Realms as well). You have a huge number of folks who read Chronicles and Legends and enjoyed them, then a gradually diminishing number with the later "generations" of Dragonlance. Yet even more so, and this is more to my point and isn't really about personal bias, Krynn is a world that has been primarily guided by novels and any Dragonlance product has the weight of that history behind it. I think this is also true of FR, but to a lesser extent, and--more importantly--with the driving directive being the world as a game setting rather than as a setting for novels. In other words, I've always had the feeling that Dragonlance as a game setting was an opportunity to "play in the world of the Dragonlance novels" whereas the FR novels were "examples of how stories and adventures could be in the Realms." That's a very important distinction of orientation. No doubt! I go back to that map employed in the Nerath board game. I want to know what's beyond Nentir Vale, and what's beyond Nerath. I only run homebrew worlds so it isn't a matter of wanting to play in Nerath, but because I enjoy reading about settings. I've always felt that each new edition of D&D should have its own, flagship setting that best exploits the specifics of the edition and gives new designers a chance to really creatively explore and experiment. Each edition did this to some extent, with a carryover setting from previous edition(s) that became a classic in the new setting, and a new setting or settings: 1E: Classic - Greyhawk New - Dragonlance, Forgotten Realms 2E: Classic - Greyhawk, Forgotten Realms New - Spelljammer, Planescape, Dark Sun, Birthright, etc 3E: Classic - Greyhawk, Forgotten Realms New - Eberron 4E: Classic - Forgotten Realms, Eberron, Dark Sun New - Nerath I think the disappointment with Nerath is that, unlike with previous new settings, there wasn't much development; it felt aborted. This was compounded when the pulled the [I]Nentir Vale Gazetteer [/I]off the production schedule. I suspect that we will see both in 5E: Classic treatments (as this thread was inspired by), but also a new setting, which may take a year or three to emerge. Interesting. We diverge a bit here. I mean on one hand, for my own sake I'd much rather see something new - a new setting especially, but also a new take on a classic. But commercially speaking, I think it a classic Realms or Greyhawk would be more successful than another major change in the timeline. I mean, let's call a spade a spade: the 4e Realms was an outright disaster. Maybe not creatively, but in terms of community response. Whatever explanation they come up with--whether they just reboot to greybox, or at least pre-Spellplague or, more likely, they have some hokey event that shifts things magically, like Elminster kills Ao and takes his stuff and then reverts the Realms to the time when he and the Simbul were getting it on--the end will result will, I am fairly certain, be something akin to a classic Realms feel - more Greenwoodian than Cordellian. Good point. For me gray box and the 3e book are close enough. But Spellplague utterly changed the setting. I'm not even saying for the worse, but that is the popular opinion and I'm fairly certain WotC wants to rectify that. So it may be that a 5e treatment - if it is just reverting to something akin to the 3e period - serves a purpose as a "right of wrongs," so to speak, and a declaration of their commitment to a more traditional Realms feel. But it also could be, again--and I even think this more likely, or at least equally so, as a reboot--that they advance the timeline again and many of the effects of the Spellplague are reversed. This would be the Marvel-esque approach. In any of the various possibilities, I can still see them having a chapter or section or appendix to offer advice on how to run the Realms in "alternate versions" or time periods. I think the point here is not about providing new information as much as it is about [I]new presentation. [/I]Greyhawk, in particular, would be geared at the "greying" fans, those who remember Greyhawk from their youth (in that sense, maybe a box set would be more appropriate than a hardcover). But the point is that Greyhawk has never gotten the royal treatment. The most comprehensive product, the 3e gazetteer, wasn't the royal treatment - it wasn't hardcover, nor color, and with a mediocre map. I think Golarion's Inner Sea Guide might be the book to beat now, although they're close. But I basically agree with you here. Whatever they end up doing, they need to not only do it well, but explain why they're doing it. [/QUOTE]
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