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Khorvaire:Two Problems
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<blockquote data-quote="reanjr" data-source="post: 1651874" data-attributes="member: 20740"><p>I'd believe it. It's all the same people who have been indoctrinated by Wizards to think that Prestige Classes are real content.</p><p></p><p>The DM would not need to buy the Player's Book and the player's would not need to buy the Campaign Setting. If it was a quality product, people wouldn't complain too hard. (On the other hand, if they hadn't spent so much damn money on promotion and artwork, the book would be $10 cheaper)</p><p></p><p>As to the difference between the old settings and the new, there is certainly a new focus on rules rather than setting. I don't know about 3e GH, but if you take any 2e campaign setting and do a simple count of rules pages vs. content pages, you'll find that Eberron (and the new FR and possibly the new GH) are more rules-based.</p><p></p><p>In addition, the old settings didn't have the preconception that they had to fit the mold of FR or GH. They didn't have to support all the rules and creatures of the basic game. In essence, they were aloud to be alot more creative. Especially the ones that TSR never expected to sell (like Dark Sun, which did so well, they rereleased it after it was cancelled) and didn't have much managerial oversight on.</p><p></p><p>All of the most beloved settings with the most hardcore fans seem to be the ones that TSR accidentally forgot to have managers and marketing teams look into until it was too late and they had to work with what the designers had already done. They were done by the designers, making drastic creative decision with no oversight committee to tell them (as one example from the FR team) you can't remove the Paladin and Monk multiclass restrictions (they worked around this by allowing certain classes to freely multiclass). Eberron is a product of marketing, not creative inspiration. The only long term success Wizards/TSR has ever had with this approach was Dragonlance. Most of the settings that are still alive today (FR, GH, DS [if you include the recent Dragon/Dungeon rules update], RL) were made by enormously talented people who labored for love of the idea.</p><p></p><p>Now, I'm not saying Keith is not creative or that the campaign wasn't important to him. But it's simply a tool for Wizards to keep profits steady so Hasbro doesn't shut their RPG stuff down. Admirable, yes, but not the same as the old 2e settings. There's a lack of inspiration and discovery that I and alot of people miss from the TSR days.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1651874, member: 20740"] I'd believe it. It's all the same people who have been indoctrinated by Wizards to think that Prestige Classes are real content. The DM would not need to buy the Player's Book and the player's would not need to buy the Campaign Setting. If it was a quality product, people wouldn't complain too hard. (On the other hand, if they hadn't spent so much damn money on promotion and artwork, the book would be $10 cheaper) As to the difference between the old settings and the new, there is certainly a new focus on rules rather than setting. I don't know about 3e GH, but if you take any 2e campaign setting and do a simple count of rules pages vs. content pages, you'll find that Eberron (and the new FR and possibly the new GH) are more rules-based. In addition, the old settings didn't have the preconception that they had to fit the mold of FR or GH. They didn't have to support all the rules and creatures of the basic game. In essence, they were aloud to be alot more creative. Especially the ones that TSR never expected to sell (like Dark Sun, which did so well, they rereleased it after it was cancelled) and didn't have much managerial oversight on. All of the most beloved settings with the most hardcore fans seem to be the ones that TSR accidentally forgot to have managers and marketing teams look into until it was too late and they had to work with what the designers had already done. They were done by the designers, making drastic creative decision with no oversight committee to tell them (as one example from the FR team) you can't remove the Paladin and Monk multiclass restrictions (they worked around this by allowing certain classes to freely multiclass). Eberron is a product of marketing, not creative inspiration. The only long term success Wizards/TSR has ever had with this approach was Dragonlance. Most of the settings that are still alive today (FR, GH, DS [if you include the recent Dragon/Dungeon rules update], RL) were made by enormously talented people who labored for love of the idea. Now, I'm not saying Keith is not creative or that the campaign wasn't important to him. But it's simply a tool for Wizards to keep profits steady so Hasbro doesn't shut their RPG stuff down. Admirable, yes, but not the same as the old 2e settings. There's a lack of inspiration and discovery that I and alot of people miss from the TSR days. [/QUOTE]
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