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<blockquote data-quote="AvarielAvenger" data-source="post: 264847" data-attributes="member: 5351"><p></p><p></p><p>Very well, I will use a more specific definition. Nothing that variates too much from the more successful previous worlds like the Fogotten Realms, Greyhawk, etc. Will do as well as a world that has the same basic theme as those worlds.</p><p></p><p></p><p></p><p>How so? The most common complaints I've seen about Dark Sun is "it was too weird" or "I don't think I could get into that kind of world". And likewise for Planescape and Spelljammer.</p><p></p><p></p><p></p><p>That's your opinion. You can easily convey all of the things you just described in a good Dark Sun campaign. I've seen it done. The Dark Sun world was quite intriguing and playable as a world, but it was simply too different for most people to accept it.</p><p></p><p></p><p></p><p>Really? So you consider Dark Sun "awe-inspiring"? Most Dark Sun adventures I saw were simple quests to survive. That isn't very "awe-inspiring" in my mind.</p><p></p><p></p><p></p><p>Since when? I've seen enough "normal" campaigns run in Dark Sun that don't contain either "extreme role-playing" or "epic level campaigning" to know that's a fallacy. </p><p></p><p></p><p></p><p>You are proving my point. The "original" you want is a slight variation in theme from that from which you're used to. Anything that variates too greatly from this strikes you as "alien" and thus "unplayable". </p><p></p><p></p><p></p><p>Again, Planescape, like Dark Sun, does not need to be run as "awe-inspiring" or have huge plane shaking quests and adventures any more than a normal campaign needs to have adventurers constantly saving the world from some hideous, unspeakable evil, that they, and they alone can stop. </p><p></p><p>Planescape and Dark Sun are no different from other campaign settings in the regard of what kind of adventures you can run.</p><p></p><p></p><p>Again, this is not the case. A Spelljammer campaign can be run with the same ease and style as just about any other campaign. </p><p></p><p></p><p></p><p>Your point? The Spelljammer setting is no harder to detail than any other. </p><p></p><p></p><p></p><p>Again, what relevance does this have?</p><p></p><p></p><p></p><p>They don't want a setting that is too different from previous settings, because most people (apparently including yourself) are disturbed when facing the prospect of trying something too far different from what they've experienced before. So they're trying to find a good setting that has the same basic theme as DL, Greyhawk, and FR, but with a slight variation to make it "different".</p><p></p><p></p><p></p><p>Once again, you refer to worlds that are suitably different from the normal as "alien". Why do you think that is?</p><p></p><p>You think roleplaying something from Dark Sun/Planescape is harder than roleplaying, say, a Holy Knight Of St. Cuthbert in Greyhawk? Or how about a wandering Genasi Sorcerer who wields Spellfire in the Realms? </p><p></p><p>I've seen more "normal" characters in Dark Sun/Planescape campaigns than I have in many of the "normal" worlds. </p><p></p><p>The thing that disturbs people about the other worlds is not the ease of "roleplaying" within them, it is the fact the worlds have too much variation from what they're used to. </p><p></p><p></p><p></p><p>But it's in a context which many people, including yourself, find "alien" and disturbing, because it variates too greatly from what they're used to. </p><p></p><p>And that's why a campaign world like that won't work, and that's why WoTC requested a setting "similar to our other worlds, like Greyhawk, DL and FR."</p></blockquote><p></p>
[QUOTE="AvarielAvenger, post: 264847, member: 5351"] [B][/b] Very well, I will use a more specific definition. Nothing that variates too much from the more successful previous worlds like the Fogotten Realms, Greyhawk, etc. Will do as well as a world that has the same basic theme as those worlds. [b][/b] How so? The most common complaints I've seen about Dark Sun is "it was too weird" or "I don't think I could get into that kind of world". And likewise for Planescape and Spelljammer. [b][/b] That's your opinion. You can easily convey all of the things you just described in a good Dark Sun campaign. I've seen it done. The Dark Sun world was quite intriguing and playable as a world, but it was simply too different for most people to accept it. [b][/b] Really? So you consider Dark Sun "awe-inspiring"? Most Dark Sun adventures I saw were simple quests to survive. That isn't very "awe-inspiring" in my mind. [b][/b] Since when? I've seen enough "normal" campaigns run in Dark Sun that don't contain either "extreme role-playing" or "epic level campaigning" to know that's a fallacy. [b][/b] You are proving my point. The "original" you want is a slight variation in theme from that from which you're used to. Anything that variates too greatly from this strikes you as "alien" and thus "unplayable". [b][/b] Again, Planescape, like Dark Sun, does not need to be run as "awe-inspiring" or have huge plane shaking quests and adventures any more than a normal campaign needs to have adventurers constantly saving the world from some hideous, unspeakable evil, that they, and they alone can stop. Planescape and Dark Sun are no different from other campaign settings in the regard of what kind of adventures you can run. [b][/b] Again, this is not the case. A Spelljammer campaign can be run with the same ease and style as just about any other campaign. [b][/b] Your point? The Spelljammer setting is no harder to detail than any other. [b][/b] Again, what relevance does this have? [b][/b] They don't want a setting that is too different from previous settings, because most people (apparently including yourself) are disturbed when facing the prospect of trying something too far different from what they've experienced before. So they're trying to find a good setting that has the same basic theme as DL, Greyhawk, and FR, but with a slight variation to make it "different". [b][/b] Once again, you refer to worlds that are suitably different from the normal as "alien". Why do you think that is? You think roleplaying something from Dark Sun/Planescape is harder than roleplaying, say, a Holy Knight Of St. Cuthbert in Greyhawk? Or how about a wandering Genasi Sorcerer who wields Spellfire in the Realms? I've seen more "normal" characters in Dark Sun/Planescape campaigns than I have in many of the "normal" worlds. The thing that disturbs people about the other worlds is not the ease of "roleplaying" within them, it is the fact the worlds have too much variation from what they're used to. [b][/b] But it's in a context which many people, including yourself, find "alien" and disturbing, because it variates too greatly from what they're used to. And that's why a campaign world like that won't work, and that's why WoTC requested a setting "similar to our other worlds, like Greyhawk, DL and FR." [/QUOTE]
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