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<blockquote data-quote="Kobold Avenger" data-source="post: 9074922" data-attributes="member: 779"><p>I don't think the 5e setting will fully follow any of these guidelines written by David "Zeb" Cook" from things mentioned in page 74 from Sigil and Beyond of the original boxed set:</p><p>1. It's not science fiction, avoid anything not medieval in flavor. No blasters as neat weapons, intra-city teleportation systems and crystal ball phone systems.</p><p>2. It ain't a 20th century world either, there's no travel agents, assembly lines, or general stores.</p><p>3. Don't treat magical items like machinery.</p><p></p><p>I'd argue some of those rules got broken by Monte Cook and Colin McComb when they took over the writing of the campaign setting. And others will be broken by D&D being what D&D has become in later editions. Like intra-city teleportation could exist because Teleportation Circle exists, and 5e is going to not have any rules about teleportation from Sigil to somewhere else in Sigil not working. That would be crippling a bunch of characters if their class or subclass abilities are dependent on such things.</p><p></p><p>Most groups will find that those guidelines are too limiting, but they won't go all the way against them.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 9074922, member: 779"] I don't think the 5e setting will fully follow any of these guidelines written by David "Zeb" Cook" from things mentioned in page 74 from Sigil and Beyond of the original boxed set: 1. It's not science fiction, avoid anything not medieval in flavor. No blasters as neat weapons, intra-city teleportation systems and crystal ball phone systems. 2. It ain't a 20th century world either, there's no travel agents, assembly lines, or general stores. 3. Don't treat magical items like machinery. I'd argue some of those rules got broken by Monte Cook and Colin McComb when they took over the writing of the campaign setting. And others will be broken by D&D being what D&D has become in later editions. Like intra-city teleportation could exist because Teleportation Circle exists, and 5e is going to not have any rules about teleportation from Sigil to somewhere else in Sigil not working. That would be crippling a bunch of characters if their class or subclass abilities are dependent on such things. Most groups will find that those guidelines are too limiting, but they won't go all the way against them. [/QUOTE]
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