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General Tabletop Discussion
*Dungeons & Dragons
How should 5th edition introduce the remaining classic settings?
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<blockquote data-quote="Jer" data-source="post: 7935905" data-attributes="member: 19857"><p>I really think this is a "it depends on the setting" question.</p><p></p><p>Some settings I think they should just open up on the DM's Guild and let the fan productions take the lead. Mystara is a good example of this because there's a dedicated fanbase, but it's not huge, and honestly most of us don't need to have a 5e retread of material we already own. But it would be nice if there were an outlet for folks who have produced so much free fan material over the years to have a wider audience for their work like DM's Guild. (OTOH I have similar feelings about Greyhawk and I like how they handled it with Saltmarsh, so maybe if they did a compliation of B/X adventures like that and made the default setting Mystara with notes on how to tweak it for other settings I'd enjoy that).</p><p></p><p>OTOH Planescape should be an adventure like Curse of Strahd or Descent into Avernus. The "Great Wheel" is the standard cosmology, so it integrates with everything they've published for 5e and could be used by anyone. You can have your urban adventure, have a gazeteer for Sigil, have some backmatter where you link in other planes and then turn it loose on DM's Guild for folks to make supplemental adventures. I think that Planescape is sufficiently different from baseline D&D to merit an intro adventure but not so different that you need a whole setting book for it out of the gate. (I honestly think that Spelljammer is in the same camp - though I could also see a PDF release for it like the MtG Plane Shifts with pointers to 2e material available on DMs Guild).</p><p></p><p>Dark Sun is the one that IMO needs to have at least a setting book. In fact, arguably Dark Sun almost needs to be its own game because it's a setting that doesn't just "retheme" standard elements of D&D (like Eberron) it actually negates elements of standard D&D and adds other elements to it, requiring it's own set of supplemental rules to make it work - without a psionics system can you really say that you have Dark Sun? I can make the argument that having a Dark Sun standalone game or at least a Dark Sun PHB would be the "right" way to release the setting under the 5e rules. (This is also why I don't expect us to get a 5e Dark Sun anytime soon tbh.)</p></blockquote><p></p>
[QUOTE="Jer, post: 7935905, member: 19857"] I really think this is a "it depends on the setting" question. Some settings I think they should just open up on the DM's Guild and let the fan productions take the lead. Mystara is a good example of this because there's a dedicated fanbase, but it's not huge, and honestly most of us don't need to have a 5e retread of material we already own. But it would be nice if there were an outlet for folks who have produced so much free fan material over the years to have a wider audience for their work like DM's Guild. (OTOH I have similar feelings about Greyhawk and I like how they handled it with Saltmarsh, so maybe if they did a compliation of B/X adventures like that and made the default setting Mystara with notes on how to tweak it for other settings I'd enjoy that). OTOH Planescape should be an adventure like Curse of Strahd or Descent into Avernus. The "Great Wheel" is the standard cosmology, so it integrates with everything they've published for 5e and could be used by anyone. You can have your urban adventure, have a gazeteer for Sigil, have some backmatter where you link in other planes and then turn it loose on DM's Guild for folks to make supplemental adventures. I think that Planescape is sufficiently different from baseline D&D to merit an intro adventure but not so different that you need a whole setting book for it out of the gate. (I honestly think that Spelljammer is in the same camp - though I could also see a PDF release for it like the MtG Plane Shifts with pointers to 2e material available on DMs Guild). Dark Sun is the one that IMO needs to have at least a setting book. In fact, arguably Dark Sun almost needs to be its own game because it's a setting that doesn't just "retheme" standard elements of D&D (like Eberron) it actually negates elements of standard D&D and adds other elements to it, requiring it's own set of supplemental rules to make it work - without a psionics system can you really say that you have Dark Sun? I can make the argument that having a Dark Sun standalone game or at least a Dark Sun PHB would be the "right" way to release the setting under the 5e rules. (This is also why I don't expect us to get a 5e Dark Sun anytime soon tbh.) [/QUOTE]
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How should 5th edition introduce the remaining classic settings?
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