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Influence of official D&D lore on your home games?
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<blockquote data-quote="J.Quondam" data-source="post: 8344828" data-attributes="member: 7030100"><p>This actually gets to why I was asking the question in the first place. (I even had Star Wars, specifically, running through my mind at the time.)</p><p></p><p>Personally, I've always looked at D&D as a toolkit, as well as a broad genre unto itself. The official settings have always been nice conveniences for me to yoink inspiration from, but I've almost never really paid attention to the deeper lore, read only a handful of the books, didn't play the video games, etc, etc. So to me, D&D really isn't a place and a cast of NPCs; it's only a set of rules. </p><p></p><p>In recent years, I've sensed a push to codify the settings within the rules themselves, though maybe I'm wrong about that? It makes it marginally harder to "play D&D" in the manner of playing with Legos that happen to have some Star Wars pieces mixed in, and biases toward the manner of playing a specifically Star Wars game.</p><p></p><p>As a habitual game DIYer who started in the early 80s, it's not a huge deal for me, as I can just ignore and integrate as I desire. But it does make me wonder if it makes it more difficult to get new players interested in homebrewing worlds when they might be expecting certain things of D&D. ("What?? There is no 'Shangri La' on the map in the book! And what do you mean trolls are short? And <em>not flammable</em>??")</p><p></p><p>So it's <em>really</em> great to hear from people new to the hobby, like [USER=6984475]@King Babar[/USER] , who's going all <em>iconoclastic</em> and building their own stuff. I'm glad the DIY ethos <em>is</em> alive and well, and I really hope that proves to hold for more casual gamers, too, as the hobby attracts more people.</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8344828, member: 7030100"] This actually gets to why I was asking the question in the first place. (I even had Star Wars, specifically, running through my mind at the time.) Personally, I've always looked at D&D as a toolkit, as well as a broad genre unto itself. The official settings have always been nice conveniences for me to yoink inspiration from, but I've almost never really paid attention to the deeper lore, read only a handful of the books, didn't play the video games, etc, etc. So to me, D&D really isn't a place and a cast of NPCs; it's only a set of rules. In recent years, I've sensed a push to codify the settings within the rules themselves, though maybe I'm wrong about that? It makes it marginally harder to "play D&D" in the manner of playing with Legos that happen to have some Star Wars pieces mixed in, and biases toward the manner of playing a specifically Star Wars game. As a habitual game DIYer who started in the early 80s, it's not a huge deal for me, as I can just ignore and integrate as I desire. But it does make me wonder if it makes it more difficult to get new players interested in homebrewing worlds when they might be expecting certain things of D&D. ("What?? There is no 'Shangri La' on the map in the book! And what do you mean trolls are short? And [I]not flammable[/I]??") So it's [I]really[/I] great to hear from people new to the hobby, like [USER=6984475]@King Babar[/USER] , who's going all [I]iconoclastic[/I] and building their own stuff. I'm glad the DIY ethos [I]is[/I] alive and well, and I really hope that proves to hold for more casual gamers, too, as the hobby attracts more people. [/QUOTE]
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