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Mike Mearls is a Genius
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<blockquote data-quote="woodelf" data-source="post: 2301981" data-attributes="member: 10201"><p>Setting and scenario are only loosely coupled. That is, a given setting might support multiple scenarios, and a given scenario might fit multiple settings. And "core story" is really just a special term for the super-simplified structure of a scenario, which is intended to be in many, most, or all scenarios for a given game/setting. </p><p></p><p>I bring this up because i don't see any real evidence that the 'core story' of Arcana Unearthed is any different than that of D&D--sure, the widgets are different, but a core story is so abstract that things like races and classes and spells don't even enter into it. IOW, playing a game with AU is going to best fit the same core story that D&D does--which makes sense, since Monte intentionally built basically the same game, but with new widgets. I know i certainly would consider my AU game "D&D" by any standard less stringent than "uses the D&D3E rulebooks". And it fits settings tailored for D&D (Al-Qadim, in my case) about as well as any version of the D&D rules does. </p><p></p><p>Now, some settings (such as Midnight) will significantly alter the intended/implied core story. But mechanical changes have to be pretty significant, and/or specifically intended to change gameplay at the scenario level, to change the core story. New widgets specifically intended to have a very similar gameplay aren't gonna do it.</p></blockquote><p></p>
[QUOTE="woodelf, post: 2301981, member: 10201"] Setting and scenario are only loosely coupled. That is, a given setting might support multiple scenarios, and a given scenario might fit multiple settings. And "core story" is really just a special term for the super-simplified structure of a scenario, which is intended to be in many, most, or all scenarios for a given game/setting. I bring this up because i don't see any real evidence that the 'core story' of Arcana Unearthed is any different than that of D&D--sure, the widgets are different, but a core story is so abstract that things like races and classes and spells don't even enter into it. IOW, playing a game with AU is going to best fit the same core story that D&D does--which makes sense, since Monte intentionally built basically the same game, but with new widgets. I know i certainly would consider my AU game "D&D" by any standard less stringent than "uses the D&D3E rulebooks". And it fits settings tailored for D&D (Al-Qadim, in my case) about as well as any version of the D&D rules does. Now, some settings (such as Midnight) will significantly alter the intended/implied core story. But mechanical changes have to be pretty significant, and/or specifically intended to change gameplay at the scenario level, to change the core story. New widgets specifically intended to have a very similar gameplay aren't gonna do it. [/QUOTE]
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