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General Tabletop Discussion
*Dungeons & Dragons
L&L 1/7/2013 The Many Worlds of D&D
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<blockquote data-quote="Ratskinner" data-source="post: 6152759" data-attributes="member: 6688937"><p>I generally think this isn't true for two reasons:</p><p>(a) a strong setting can be as much of a turn-off as it is a time-saver. That is, if a person came to 4e and really didn't like the cosmology, that's a problem for them. There's plenty of games that I never played because I didn't like the setting.</p><p>(b) I don't think new DMs need an entire cosmology, or even a default "world" to get playing. (to some extent this gets into "what do we mean by setting" territory.) Certainly, the idea that planes X, Y, and Z interact or are connected inmanner A is unlikely to matter to the traditional "start at level 1" campaign. IME, the best way to build a campaign for new DMs is to simply start with a small adventure near a small town and build from there. Let all the grandiose cosmic things build <em>up</em> rather than trickle <em>down.</em></p><p></p><p></p><p></p><p>Again, you don't need an entire world to get playing. On what world is <u>Keep on the Borderlands</u> set? AFAICT its on about 10 million different worlds where different games and campaigns got started. Many of those worlds probably don't have anything defined about them <em>except</em> the Keep and its environs. </p><p></p><p>Now, I know that works for some playstyles, and doesn't for others (sandbox?). However, I'm also pretty sure that any newbie DMs or groups who feel the need to play in those styles will discover it rather quickly. At least IME, writing those worlds is half the fun for the DM.</p><p></p><p>As for the lore, that's great stuff for us old-timers to sit around and chew the fat about, but I don't see it as a selling point for the game.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6152759, member: 6688937"] I generally think this isn't true for two reasons: (a) a strong setting can be as much of a turn-off as it is a time-saver. That is, if a person came to 4e and really didn't like the cosmology, that's a problem for them. There's plenty of games that I never played because I didn't like the setting. (b) I don't think new DMs need an entire cosmology, or even a default "world" to get playing. (to some extent this gets into "what do we mean by setting" territory.) Certainly, the idea that planes X, Y, and Z interact or are connected inmanner A is unlikely to matter to the traditional "start at level 1" campaign. IME, the best way to build a campaign for new DMs is to simply start with a small adventure near a small town and build from there. Let all the grandiose cosmic things build [I]up[/I] rather than trickle [I]down.[/I] Again, you don't need an entire world to get playing. On what world is [U]Keep on the Borderlands[/U] set? AFAICT its on about 10 million different worlds where different games and campaigns got started. Many of those worlds probably don't have anything defined about them [I]except[/I] the Keep and its environs. Now, I know that works for some playstyles, and doesn't for others (sandbox?). However, I'm also pretty sure that any newbie DMs or groups who feel the need to play in those styles will discover it rather quickly. At least IME, writing those worlds is half the fun for the DM. As for the lore, that's great stuff for us old-timers to sit around and chew the fat about, but I don't see it as a selling point for the game. [/QUOTE]
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