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General Tabletop Discussion
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How Important Is The Lore
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<blockquote data-quote="Yaarel" data-source="post: 9556684" data-attributes="member: 58172"><p>Lore is extremely important. It makes the first-person "immersion" experience of D&D possible. It makes the fantasy world meaningful, worthwhile, and verisimilitudinous.</p><p></p><p>The difficulty is, different settings require different lore. The majority of tabletop D&D games are homebrew settings. Deep lore is best when it develops organically while DM and player creativity spontaneously generates it as they fill in the blank spaces in the map of the setting. Then all the lore is relevant and pulls the experience of the world into a meaningful whole.</p><p></p><p>Therefore, the D&D core rules can only offer light suggestions for possible lore, and must avoid baking in any specific setting assumptions. The actual setting assumptions of the 5e core rules are vague: it is somewhat renaissance technologically, somewhat modern American culturally, magic exists, and there are nonhuman sapient species. Any details are easy to add or remove.</p><p></p><p>This noncommitment to a lore in the core rules can be frustrating because lore is necessary. Vital. The solution is the setting guides. Whether purchasing a setting guide like Forgotten Realms, Eberron, Strixhaven, or Ravnica − or a folder compiling loose notes for inspirations and encounter records from an ongoing homebrew campaign − the setting guide is where to double down on lore and bake its chocolaty goodness into the rule mechanics.</p><p></p><p>D&D tradition tends to assume three core books: Players Handbook, Monster Manual, and DMs Guide. But defacto there are four core books. The fourth is the choice for the setting guide, that details all the lore. Sometimes a multi-tier adventure path transmits enough lore to serve as a setting guide.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9556684, member: 58172"] Lore is extremely important. It makes the first-person "immersion" experience of D&D possible. It makes the fantasy world meaningful, worthwhile, and verisimilitudinous. The difficulty is, different settings require different lore. The majority of tabletop D&D games are homebrew settings. Deep lore is best when it develops organically while DM and player creativity spontaneously generates it as they fill in the blank spaces in the map of the setting. Then all the lore is relevant and pulls the experience of the world into a meaningful whole. Therefore, the D&D core rules can only offer light suggestions for possible lore, and must avoid baking in any specific setting assumptions. The actual setting assumptions of the 5e core rules are vague: it is somewhat renaissance technologically, somewhat modern American culturally, magic exists, and there are nonhuman sapient species. Any details are easy to add or remove. This noncommitment to a lore in the core rules can be frustrating because lore is necessary. Vital. The solution is the setting guides. Whether purchasing a setting guide like Forgotten Realms, Eberron, Strixhaven, or Ravnica − or a folder compiling loose notes for inspirations and encounter records from an ongoing homebrew campaign − the setting guide is where to double down on lore and bake its chocolaty goodness into the rule mechanics. D&D tradition tends to assume three core books: Players Handbook, Monster Manual, and DMs Guide. But defacto there are four core books. The fourth is the choice for the setting guide, that details all the lore. Sometimes a multi-tier adventure path transmits enough lore to serve as a setting guide. [/QUOTE]
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