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How should "lore" be handled, dnd rules with a setting?
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<blockquote data-quote="Jer" data-source="post: 8567328" data-attributes="member: 19857"><p>Even better IMO - for the default setting of 13th Age they purposefully lay out conflicting lore ideas and invite individual tables to tune them to their own playstyle and narrative needs. The Emperor might be a heroic figure at one table, a nasty villain at another, and yet you can still use the supplements they write that use the Dragon Empire as a backdrop because they're written on the assumption that everyone will be taking the lore their own ways. </p><p></p><p></p><p>Yes. IMO lore is meant to inspire, not tie your hands. Too much lore in a setting - and too much devotion to it - makes the game homework for the players instead of a fun diversion. </p><p></p><p>5e is more popular than any edition of D&D before it. The light touch on lore is, I think, actually one small part of why. Extensive lore can act as a barrier to keep out players who aren't "serious" enough to dive into the lore and read all the books and immerse themselves in a game world. A lighter touch to lore is like having lighter mechanics - it makes the game easier for new players to attain a level of mastery in the game that makes them comfortable with playing.</p></blockquote><p></p>
[QUOTE="Jer, post: 8567328, member: 19857"] Even better IMO - for the default setting of 13th Age they purposefully lay out conflicting lore ideas and invite individual tables to tune them to their own playstyle and narrative needs. The Emperor might be a heroic figure at one table, a nasty villain at another, and yet you can still use the supplements they write that use the Dragon Empire as a backdrop because they're written on the assumption that everyone will be taking the lore their own ways. Yes. IMO lore is meant to inspire, not tie your hands. Too much lore in a setting - and too much devotion to it - makes the game homework for the players instead of a fun diversion. 5e is more popular than any edition of D&D before it. The light touch on lore is, I think, actually one small part of why. Extensive lore can act as a barrier to keep out players who aren't "serious" enough to dive into the lore and read all the books and immerse themselves in a game world. A lighter touch to lore is like having lighter mechanics - it makes the game easier for new players to attain a level of mastery in the game that makes them comfortable with playing. [/QUOTE]
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How should "lore" be handled, dnd rules with a setting?
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