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Mike Mearls is a Genius
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<blockquote data-quote="woodelf" data-source="post: 2298521" data-attributes="member: 10201"><p>And, it seems to me that it's quite possible that, whether they thought of it in these terms or not, that was what WotC had in mind: multiple, equally-valid, core stories. While Eberron doesn't appeal to me, it still appeals to me way more than FR. Part of that is that i don't much care for the D&D core story that Dancey described--most of my D&D games over the years have deliberately changed it, sometimes in radical ways. But much of it is simply that i'm not interested in the "rinse & repeat" part of the core story idea. As both a player and a GM, i do <em>not</em> want to do the same thing again next week (or next scenario, or next campaign). For me, the fairy-tale 3x thing is about right. At that point, i'm ready for something else. And i'd rather not do those 3 in a row, either. So, while re-playability of a core story may be necessary for the core story's viability, i'm not completely convinced that it's necessary for the setting's viability. </p><p></p><p>What you need, is to have a near-endless selection of scenarios for a setting. <em>One</em> way to do that is with an infinitely-repeatable core story. Another way to do it is with an infinite selection of core stories. Somewhere in the practical middle ground, we can have a dozen or two dozen "core stories" that fit with the setting, each of which can at least be repeated multiple times, if not infinitely.</p><p></p><p>As for success of undefined or multiple core stories: isn't this basically what the Known World Gazeteers did? That is, didn't each of them basically support a different play style, along with a different location?</p></blockquote><p></p>
[QUOTE="woodelf, post: 2298521, member: 10201"] And, it seems to me that it's quite possible that, whether they thought of it in these terms or not, that was what WotC had in mind: multiple, equally-valid, core stories. While Eberron doesn't appeal to me, it still appeals to me way more than FR. Part of that is that i don't much care for the D&D core story that Dancey described--most of my D&D games over the years have deliberately changed it, sometimes in radical ways. But much of it is simply that i'm not interested in the "rinse & repeat" part of the core story idea. As both a player and a GM, i do [i]not[/i] want to do the same thing again next week (or next scenario, or next campaign). For me, the fairy-tale 3x thing is about right. At that point, i'm ready for something else. And i'd rather not do those 3 in a row, either. So, while re-playability of a core story may be necessary for the core story's viability, i'm not completely convinced that it's necessary for the setting's viability. What you need, is to have a near-endless selection of scenarios for a setting. [i]One[/i] way to do that is with an infinitely-repeatable core story. Another way to do it is with an infinite selection of core stories. Somewhere in the practical middle ground, we can have a dozen or two dozen "core stories" that fit with the setting, each of which can at least be repeated multiple times, if not infinitely. As for success of undefined or multiple core stories: isn't this basically what the Known World Gazeteers did? That is, didn't each of them basically support a different play style, along with a different location? [/QUOTE]
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