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Is it time for 5E?
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<blockquote data-quote="rounser" data-source="post: 5428861" data-attributes="member: 1106"><p>I disagree. Gygax pushed Greyhawk in AD&D. Mentzer was built assuming Mystara. 3E and 4E came with built in gods. And 2E had some nice stuff like the Campaign & Catacomb Guide or Villains Handbook, but not much built into the core, plus a setting deluge spearheaded by the Forgotten Realms.</p><p></p><p>D&D's saving grace as a construction kit was a baseline implied setting that drew on enough mythology, pulp fantasy and Tolkien to have done enough foundation work to support most people's idea of what swords & sorcery was, even if a few anomalies did creep in (e.g. clerics, oriental monks). From that baseline, innumerable frustrated fantasy enthusiasts found a departure point for creating their own worlds and playing their own adventures.</p><p></p><p>No D&D takes players by the hand and goes something like, "this is an elf. You might want to build these subraces for your world", with the result being Johnny's purple, jungle-dwelling Feral Elves and Johnny thoroughly invested in the game, because it's not Gygax's Greyhawk or Mearl's Nerath, but Johnny's World of Magerizing. Or something like that, I don't know the details because it hasn't really been done. The most support given to homebrewing is stuff about town demographics and wandering monster tables by climate, that sort of thing. Not exactly riveting stuff compared to the apple the designers themselves bite into.</p><p></p><p>But it's a core appeal of D&D. If you want someone else's world, there are CRPGs, comics, novels, movies and MMORPGs aplenty to service you. D&D appeals to an audience of creators, at least in the DM's seat, and the players wouldn't be there save for the passion of that person for what they've made.</p></blockquote><p></p>
[QUOTE="rounser, post: 5428861, member: 1106"] I disagree. Gygax pushed Greyhawk in AD&D. Mentzer was built assuming Mystara. 3E and 4E came with built in gods. And 2E had some nice stuff like the Campaign & Catacomb Guide or Villains Handbook, but not much built into the core, plus a setting deluge spearheaded by the Forgotten Realms. D&D's saving grace as a construction kit was a baseline implied setting that drew on enough mythology, pulp fantasy and Tolkien to have done enough foundation work to support most people's idea of what swords & sorcery was, even if a few anomalies did creep in (e.g. clerics, oriental monks). From that baseline, innumerable frustrated fantasy enthusiasts found a departure point for creating their own worlds and playing their own adventures. No D&D takes players by the hand and goes something like, "this is an elf. You might want to build these subraces for your world", with the result being Johnny's purple, jungle-dwelling Feral Elves and Johnny thoroughly invested in the game, because it's not Gygax's Greyhawk or Mearl's Nerath, but Johnny's World of Magerizing. Or something like that, I don't know the details because it hasn't really been done. The most support given to homebrewing is stuff about town demographics and wandering monster tables by climate, that sort of thing. Not exactly riveting stuff compared to the apple the designers themselves bite into. But it's a core appeal of D&D. If you want someone else's world, there are CRPGs, comics, novels, movies and MMORPGs aplenty to service you. D&D appeals to an audience of creators, at least in the DM's seat, and the players wouldn't be there save for the passion of that person for what they've made. [/QUOTE]
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