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Monster Manuals: Things You Don't Kill
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<blockquote data-quote="Imaro" data-source="post: 5237994" data-attributes="member: 48965"><p>I read that, but it was irrelevant to my point. </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Dude, don't be condescending... I don't believe I replied in that type of manner to you.</p><p> </p><p></p><p> </p><p>This sounds like much more of a problem with the people you describe, rather than the amount of setting backstory. I mean this problem is a lack of willingness to make the game one's own. This could just as easily happen with mechanics, but your solution, in this instance, is akin to saying keep mechanics to a minimum so people won't "latch on to like limpets and refuse to part with.". Yet I've seen people play a minimal rules game and, because there was no rule for it, tell a player they couldn't do something. In other words they've latched onto the available rules and won't deviate... amount has nothing to do with it.</p><p> </p><p>How about either people will make a game their own or they won't. I've seen people take a licensed game (I've done it myself using Buffy & Angel for an urban fantasy game), fulll of setting info and run the game they want with it. The problem you're refering to isn't aboout the amount of info but with the mindset of the person who feels thay cannot change things.</p><p> </p><p></p><p> </p><p>See and for me this isn't enough to inspire a fantasy game (and again D&D is not generic fantasy, it has it's own mythology, archetypes, etc. Choosing to change them is cool but pretending that D&D is a generic FRPG is disingenuous.). I want hooks for creatures (for in and out of combat interactions) beyond... "This is how and why it attacks" I want a background for the creature within the default setting, quirks & hooks I can use when running the creature within the default world's mythology... of course if I want to change something the "Canon police" aren't going to kick down my door and force me to keep everything the same. </p><p> </p><p>Now, let me repeat myself... 4e wasn't a generic toolbox from the moment the first 3 corebooks were released. There was a setting attached to it and thus a mythology, background, etc... So why should I or any new player who doesn't have years and years of D&D lore from previous editions not have the mythology that this default world is built upon within the gamebooks he or she has bought? I could see your point if no mention of the Nentir Vale, class background, planar background, racial background, etc. existed in the corebooks (and thus D&D was really generic)... but that's not the reality of the situation.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5237994, member: 48965"] I read that, but it was irrelevant to my point. Dude, don't be condescending... I don't believe I replied in that type of manner to you. This sounds like much more of a problem with the people you describe, rather than the amount of setting backstory. I mean this problem is a lack of willingness to make the game one's own. This could just as easily happen with mechanics, but your solution, in this instance, is akin to saying keep mechanics to a minimum so people won't "latch on to like limpets and refuse to part with.". Yet I've seen people play a minimal rules game and, because there was no rule for it, tell a player they couldn't do something. In other words they've latched onto the available rules and won't deviate... amount has nothing to do with it. How about either people will make a game their own or they won't. I've seen people take a licensed game (I've done it myself using Buffy & Angel for an urban fantasy game), fulll of setting info and run the game they want with it. The problem you're refering to isn't aboout the amount of info but with the mindset of the person who feels thay cannot change things. See and for me this isn't enough to inspire a fantasy game (and again D&D is not generic fantasy, it has it's own mythology, archetypes, etc. Choosing to change them is cool but pretending that D&D is a generic FRPG is disingenuous.). I want hooks for creatures (for in and out of combat interactions) beyond... "This is how and why it attacks" I want a background for the creature within the default setting, quirks & hooks I can use when running the creature within the default world's mythology... of course if I want to change something the "Canon police" aren't going to kick down my door and force me to keep everything the same. Now, let me repeat myself... 4e wasn't a generic toolbox from the moment the first 3 corebooks were released. There was a setting attached to it and thus a mythology, background, etc... So why should I or any new player who doesn't have years and years of D&D lore from previous editions not have the mythology that this default world is built upon within the gamebooks he or she has bought? I could see your point if no mention of the Nentir Vale, class background, planar background, racial background, etc. existed in the corebooks (and thus D&D was really generic)... but that's not the reality of the situation. [/QUOTE]
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