mhacdebhandia said:
I think people often miss the essential elements of what Charles Ryan and other people have said about "not splitting the fanbase".
It's not "more than one setting is bad". It's "more than one iteration of a given kind of setting is bad".
The reason that Wizards isn't keen to publish Greyhawk - arguments about it being the core rules default and/or left for the RPGA to play with aside - is that it's just like the Forgotten Realms.
(pause for the howls of outrage to die down)
Now, obviously devoted fans of either setting can fill a whole day merely with listing of the ways in which this is not true, but to the market at large - and to the people who are responsible for marketing D&D - the overall similarities of scope, tone, and feel trump the specifics of the differences. They're both pseudo-medieval high fantasy settings; they both feature Tolkienesque races in Tolkienesque style; they're both saturated with late-Seventies early-Eighties fantasy sensibilities.
Exactly. The only real differences between the two settings are geography, personalities, history and some minor differences between various subraces. That's
it. People can say all that want about how different they are because FR is dominated by do-gooders while Greyhawk is militantly neutral, but that boils back to the different personalities. People who don't know squat about either setting aren't going to make a big distinction between Mordenkainen and Elminster (for example).
And that's not even counting Mystara, which is a third generic vanilla Tolkienesque setting.
Eberron, on the other hand, suffers none of the handicaps of Greyhawk in such a comparison with the Forgotten Realms. It's the same kind of heroic fantasy as any D&D game "out of the box", but where Greyhawk and the Forgotten Realms are heroic high fantasy, Eberron has been called by its fans "heroic wide fantasy". It's a world with all of the fantastic elements presented in the core rules, but at a more restrained scale - lots of "small" magic and very rare instances of "large" magic, for instance. It's a setting designed with the assumptions of Third Edition in mind, not massaged from earlier editions' principles to fit the new ruleset. It draws as much inspiration from fantasy cinema as from fantasy literature. It has a modern fantasy sensibility which says shapechangers and artificial life and psychic beings are as viable as characters as the hoary old Tolkienesque races, and turns the latter on the ears anyway. Even the political structure of the world draws more from modern nation-states than from medieval kingdoms.
Eberron gets slammed a lot by the old timers for being too "video-gamey", and while I'm not overly interested in it, it's got some good ideas:
Psionics is worked into the world in a way that integrates it into the setting, but not in a way that it forces people who hate it to use it. Compare to Greyhawk or FR where psionics gets shoehorned in any old way for those who want to use it, or Dark Sun, where it's central to the setting, which makes the setting unattractive to those who hate psionics.
Sharn. I like the concept for the city. While there's nothing wrong with Greyhawk or Waterdeep, they're both fairly typical medievalesque cities. A city of huge interconnected towers is fairly unusual, but not totally "out there", and it's definitely an idea I want to rip — err,
borrow for my game.
A more "modern" setting. D&D has always had the medieval veneer (probably an influence from Chainmail and fantasy fiction like Howard's Hyborian Age), but how often does D&D
reallyreflect medieval society? I've said it before: D&D is a Renaissance fair on crack. If Eberron reflects the way D&D is really played rather than trying to sqeeze it into medieval tropes which don't fit, then fine by me.
Xen'drik. From what I understand, here's a whole continent with dungeons to explore and which can logically support some degree of epic adventuring, which is another example of the setting taking the rules into account rather than trying to shoehorn in rules that don't fit.
I like airships.
Difference and distinction can go too far, though. Much as I like Planescape, or Spelljammer, or any of the other distinctive settings from earlier editions, they're disconnected from the premises of the core ruleset. Planescape proposes a setting completely divorced from an Earthlike planet with nations and normal geography; Spelljammer has magical ships flying through space. Much as I like weird fantasy of this kind, it's a whole different order of business.
Exactly. Some people don't go in for weird fantasy. Some people like a world that looks like someone ate a bunch of Tolkien, Howard, Leiber, Vance, Moorcock, and traditional mythology and folklore and then puked it all up into a big mess.
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