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Is campaign flavour sacrosanct in your game?
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<blockquote data-quote="irdeggman" data-source="post: 3125395" data-attributes="member: 16285"><p>IMO there is a difference between "flavor" and "definition".</p><p></p><p>For example (using a couple of TSR settings):</p><p></p><p>Dark Sun.</p><p></p><p>By definition has no gods. The clerics worship the elements and thus are "different" then the standard D&D.</p><p></p><p>Arcane magic draws on the power of life force. So it has rules for defiling.</p><p></p><p>(see athas.org for the 3.5 update of that setting)</p><p></p><p>Birthright.</p><p></p><p>All druids gain their power from the god of nature.</p><p></p><p>Elves are immortal and have no gods (hence can't be clerics or druids).</p><p></p><p>The old gods died and were replaced by newer goeds. The battle that caused the death of the old gods also allowed their blood to be spilt thus empowering "mortals" with a spark of divinity.</p><p></p><p>Arcane magic (wizard/sorcerer) requires a great toll physically from the caster so only those with elven blood (due to their inherent tie to power of magic in the land) or have that "spark" of divinity.</p><p></p><p>(see birthright.net for the 3.5 update of the setting)</p><p></p><p></p><p>IMO the tendency for WotC to go with everything, everywhere tends to remove the "uniqueness" of setting from the game.</p><p></p><p>Recent setting conversions from Dragon magazine just go to show that tendency, IMO.</p><p></p><p>The almost bending over backwards to accomadate everything published that Eberron goes almost ruins the setting's uniqueness IMO and IMO Forgotten Realms has lost a lot of its own uniqueness by doing the same.</p><p></p><p></p><p>Ahh I miss "true" settings.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 3125395, member: 16285"] IMO there is a difference between "flavor" and "definition". For example (using a couple of TSR settings): Dark Sun. By definition has no gods. The clerics worship the elements and thus are "different" then the standard D&D. Arcane magic draws on the power of life force. So it has rules for defiling. (see athas.org for the 3.5 update of that setting) Birthright. All druids gain their power from the god of nature. Elves are immortal and have no gods (hence can't be clerics or druids). The old gods died and were replaced by newer goeds. The battle that caused the death of the old gods also allowed their blood to be spilt thus empowering "mortals" with a spark of divinity. Arcane magic (wizard/sorcerer) requires a great toll physically from the caster so only those with elven blood (due to their inherent tie to power of magic in the land) or have that "spark" of divinity. (see birthright.net for the 3.5 update of the setting) IMO the tendency for WotC to go with everything, everywhere tends to remove the "uniqueness" of setting from the game. Recent setting conversions from Dragon magazine just go to show that tendency, IMO. The almost bending over backwards to accomadate everything published that Eberron goes almost ruins the setting's uniqueness IMO and IMO Forgotten Realms has lost a lot of its own uniqueness by doing the same. Ahh I miss "true" settings. [/QUOTE]
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