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Is there relaly a need for 4th ed Realms changes just for the *mechanics*?
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<blockquote data-quote="N0Man" data-source="post: 4906553" data-attributes="member: 64066"><p>I think that blaming mechanics for changing the Realms so greatly is vastly over simplifying it. There were other reasons, such as the following examples:</p><p></p><p>* The geography of the Realms were so well established and explored that there wasn't much new territory to explore for players. The changes opened up new areas, changed areas, and allow for new discoveries and more room for DM's to fit in their own areas and creations.</p><p></p><p>* There were so many important and powerful NPCs in the world, especially protagonists, that it overshadowed adventurers. The revamp gives players more room to stand out on their merits.</p><p></p><p>* The setting, themes, and stories were so well established, that it it threatened to tie the hands of the DM in order to make his stories fit in with the established canon.</p><p></p><p>* The present Realms were so well known that it made it far more inaccessible for a new DM of the Realms to really grasp and run decently. A DM can now still run the Realms successfully, without being a Realms scholar, and also doesn't have to be victim of a Realms-Lawyer.</p><p></p><p>They didn't throw out the whole Realms, they just shook it up enough and poked enough holes in it so that players and DMs could have more stake in it, more freedom to customize it and evolve it in ways that they see fit.</p><p></p><p>The specific ways it was done may be unique to the Realms, but this seems to be a guiding philosophy in 4E. It's a game of points of light in the darkness, and with enough holes and freedom to really make the game your own.</p><p></p><p>This approach is one of the things I've strongly supported in 4E.</p></blockquote><p></p>
[QUOTE="N0Man, post: 4906553, member: 64066"] I think that blaming mechanics for changing the Realms so greatly is vastly over simplifying it. There were other reasons, such as the following examples: * The geography of the Realms were so well established and explored that there wasn't much new territory to explore for players. The changes opened up new areas, changed areas, and allow for new discoveries and more room for DM's to fit in their own areas and creations. * There were so many important and powerful NPCs in the world, especially protagonists, that it overshadowed adventurers. The revamp gives players more room to stand out on their merits. * The setting, themes, and stories were so well established, that it it threatened to tie the hands of the DM in order to make his stories fit in with the established canon. * The present Realms were so well known that it made it far more inaccessible for a new DM of the Realms to really grasp and run decently. A DM can now still run the Realms successfully, without being a Realms scholar, and also doesn't have to be victim of a Realms-Lawyer. They didn't throw out the whole Realms, they just shook it up enough and poked enough holes in it so that players and DMs could have more stake in it, more freedom to customize it and evolve it in ways that they see fit. The specific ways it was done may be unique to the Realms, but this seems to be a guiding philosophy in 4E. It's a game of points of light in the darkness, and with enough holes and freedom to really make the game your own. This approach is one of the things I've strongly supported in 4E. [/QUOTE]
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Is there relaly a need for 4th ed Realms changes just for the *mechanics*?
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