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Most ridiculous thing about Epic Rules
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<blockquote data-quote="rounser" data-source="post: 250276" data-attributes="member: 1106"><p>And that's a problem with the RPG culture, IMO. CRPGs are whittling away at the edges of our hobby because you can sit down and play them with zero preparation. There just aren't enough resources out there to make DMing a campaign easier, IMO - and I don't mean crunchy bits or setting detail when I say that (unless it's low level "encounter level" setting detail, like some of the recent city books from some d20 publishers).</p><p></p><p>I'm not talking about books of advice, either. Where are the campaign modules? Nowhere, unless you count megadungeons. Why can't I pick up a quality non-megadungeon campaign from the store? I don't know - because they don't sell as well as options hardbacks? Because they're hard to write unless restricted in scope to a dungeon? My point is, it doesn't have to be that way - D&D <em>could</em> have these resources....but instead we're seeing options hardbacks, splatbooks and cap systems.</p><p></p><p>Nightfall, you may not mean this (so please don't take it the wrong way), but the point I'd like to make to some of what you're implying is:</p><p></p><p>Worldbuilding != Campaign building.</p><p></p><p>It seems to me that a lot of DMs are more into worldbuilding than gaming - no wonder so many of TSR's settings sold poorly. The difference between setting building and campaign building is IMO marked, but rarely made, it seems. Yes, a detailed world can add a <em>lot</em> to the campaign (especially in terms of atmosphere and verisimilitude), but even a detailed world needs adventures and a campaign framework for the PCs to act within - and that's a whole 'nother ballpark of work (although a world can suggest adventures/plotlines etc.). It takes work to turn a setting into a campaign, and I've found in the past that you can more or less dispose of the setting, default to a sparse "generic D&D world" which serves the purposes of your adventure needs (ruined monaestery here, haunted woods there, city doomed to burn down yonder - each location tied to an adventure or two), and simply focus on the campaign and game needs....and never really miss the setting.</p><p></p><p>I'm of the opinion that you don't need much world to run D&D. Look at Monte Cooks' Ptolus campaign for evidence - and by limiting the scope of your worldbuilding, quality can be stressed over quantity. But my argument is getting sidetracked....again, WotC is milking the big gun books which will sell well, however that doesn't meet my wants list. Whinge whinge. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="rounser, post: 250276, member: 1106"] And that's a problem with the RPG culture, IMO. CRPGs are whittling away at the edges of our hobby because you can sit down and play them with zero preparation. There just aren't enough resources out there to make DMing a campaign easier, IMO - and I don't mean crunchy bits or setting detail when I say that (unless it's low level "encounter level" setting detail, like some of the recent city books from some d20 publishers). I'm not talking about books of advice, either. Where are the campaign modules? Nowhere, unless you count megadungeons. Why can't I pick up a quality non-megadungeon campaign from the store? I don't know - because they don't sell as well as options hardbacks? Because they're hard to write unless restricted in scope to a dungeon? My point is, it doesn't have to be that way - D&D [i]could[/i] have these resources....but instead we're seeing options hardbacks, splatbooks and cap systems. Nightfall, you may not mean this (so please don't take it the wrong way), but the point I'd like to make to some of what you're implying is: Worldbuilding != Campaign building. It seems to me that a lot of DMs are more into worldbuilding than gaming - no wonder so many of TSR's settings sold poorly. The difference between setting building and campaign building is IMO marked, but rarely made, it seems. Yes, a detailed world can add a [i]lot[/i] to the campaign (especially in terms of atmosphere and verisimilitude), but even a detailed world needs adventures and a campaign framework for the PCs to act within - and that's a whole 'nother ballpark of work (although a world can suggest adventures/plotlines etc.). It takes work to turn a setting into a campaign, and I've found in the past that you can more or less dispose of the setting, default to a sparse "generic D&D world" which serves the purposes of your adventure needs (ruined monaestery here, haunted woods there, city doomed to burn down yonder - each location tied to an adventure or two), and simply focus on the campaign and game needs....and never really miss the setting. I'm of the opinion that you don't need much world to run D&D. Look at Monte Cooks' Ptolus campaign for evidence - and by limiting the scope of your worldbuilding, quality can be stressed over quantity. But my argument is getting sidetracked....again, WotC is milking the big gun books which will sell well, however that doesn't meet my wants list. Whinge whinge. :) [/QUOTE]
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