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Planescape IS D&D Says Jeremy Crawford
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<blockquote data-quote="pemerton" data-source="post: 9150420" data-attributes="member: 42582"><p>Rolemaster has PC build, magic item and monster lists that suggest a fantasy setting broadly along the lines of mainstream D&D c 1980. </p><p></p><p>Dungeon World draws self-consciously on classic D&D as an inspiration, so posts a similar sort of setting. Torchbearer is similar, but with a stronger default towards a Northern European vibe, and more Tolkienesque Elves, Dwarves and Halflings.</p><p></p><p>Burning Wheel has even more Tolkienesque Elves, Dwarves and Orcs, and its lifepaths for humans suggest a more historically-informed mediaeval feel with a slight undertone of sword-and-sorcery. I have run both Torchbearer and Burning Wheel games using Greyhawk as my background setting, and could easily do the same for Dungeon World.</p><p></p><p>Classic Traveller (1977) posts an interstellar navy and scout service, and also nobles who travel between worlds in their interstellar yachts. It also has rules for world generation, including populations and forms of government, which permit a fairly wide variation but also imply a certain sort of interstellar society in which the navy and scouts and nobles do their things. Both fan publications (eg in early White Dwarf) and subsequent "official" publications suggested various setting possibilities that built on these foundations.</p><p></p><p>HeroQuest revised uses free descriptors for PC build, and its action resolution system can apply whatever the descriptors, so it doesn't imply any setting at all. Robin Laws does have a sidebar in which he says that the system and GMing advice are oriented broadly towards adventure gaming, and that if you want to do something more avant garde, like using the system to run a drama or something in the style of an 80s teen sex comdey, the necessary adaption is left as "an exercise for the more aesthetically daring reader".</p></blockquote><p></p>
[QUOTE="pemerton, post: 9150420, member: 42582"] Rolemaster has PC build, magic item and monster lists that suggest a fantasy setting broadly along the lines of mainstream D&D c 1980. Dungeon World draws self-consciously on classic D&D as an inspiration, so posts a similar sort of setting. Torchbearer is similar, but with a stronger default towards a Northern European vibe, and more Tolkienesque Elves, Dwarves and Halflings. Burning Wheel has even more Tolkienesque Elves, Dwarves and Orcs, and its lifepaths for humans suggest a more historically-informed mediaeval feel with a slight undertone of sword-and-sorcery. I have run both Torchbearer and Burning Wheel games using Greyhawk as my background setting, and could easily do the same for Dungeon World. Classic Traveller (1977) posts an interstellar navy and scout service, and also nobles who travel between worlds in their interstellar yachts. It also has rules for world generation, including populations and forms of government, which permit a fairly wide variation but also imply a certain sort of interstellar society in which the navy and scouts and nobles do their things. Both fan publications (eg in early White Dwarf) and subsequent "official" publications suggested various setting possibilities that built on these foundations. HeroQuest revised uses free descriptors for PC build, and its action resolution system can apply whatever the descriptors, so it doesn't imply any setting at all. Robin Laws does have a sidebar in which he says that the system and GMing advice are oriented broadly towards adventure gaming, and that if you want to do something more avant garde, like using the system to run a drama or something in the style of an 80s teen sex comdey, the necessary adaption is left as "an exercise for the more aesthetically daring reader". [/QUOTE]
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