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General Tabletop Discussion
*TTRPGs General
Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="Raven Crowking" data-source="post: 5496157" data-attributes="member: 18280"><p>"Using the same general playstyle."</p><p></p><p></p><p></p><p>Sorry, see my response to Beginning of the End. I am over quota.</p><p></p><p>EDIT: IMHO, 3e made the tent bigger, in some ways for good (IMHO) and in some ways for ill (again, IMHO). For instance, I believe that 3e was the first D&D where the "people from modern era enter the fantasy world" trope actually works (like!) but it is also the first D&D where half-dragon half-ooze monks make their appearance....and they make their appearance as player characters (dislike)! It's hard to do a "normal folks deal with the strange and unknown" trope when the party consists of a half-dragon, a warforged ninja, a humanoid turtle, and a talking rat! ( <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> )</p><p></p><p>Personally, I would prefer a modular tent. A core experience, with additions that modify that core experience (but are not considered core). AFAICT, 4e has got the first part (a strong core experience), but the GSL specifically restricts the production of the other. I think that hewing close to a core experience may well be a good thing for a game, even if it is not a core experience that I am particularly interested in. I am interested in attempts to modify that core experience, though (for example, LostSoul's fiction-first hack) and attempts to fully embrace it (Mallus' surreal but really cool campaign setting).</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5496157, member: 18280"] "Using the same general playstyle." Sorry, see my response to Beginning of the End. I am over quota. EDIT: IMHO, 3e made the tent bigger, in some ways for good (IMHO) and in some ways for ill (again, IMHO). For instance, I believe that 3e was the first D&D where the "people from modern era enter the fantasy world" trope actually works (like!) but it is also the first D&D where half-dragon half-ooze monks make their appearance....and they make their appearance as player characters (dislike)! It's hard to do a "normal folks deal with the strange and unknown" trope when the party consists of a half-dragon, a warforged ninja, a humanoid turtle, and a talking rat! ( :lol: ) Personally, I would prefer a modular tent. A core experience, with additions that modify that core experience (but are not considered core). AFAICT, 4e has got the first part (a strong core experience), but the GSL specifically restricts the production of the other. I think that hewing close to a core experience may well be a good thing for a game, even if it is not a core experience that I am particularly interested in. I am interested in attempts to modify that core experience, though (for example, LostSoul's fiction-first hack) and attempts to fully embrace it (Mallus' surreal but really cool campaign setting). RC [/QUOTE]
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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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