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<blockquote data-quote="Remathilis" data-source="post: 9075929" data-attributes="member: 7635"><p>You (and by you, I mean most of the people in this thread) are still looking at settings as TSR once did: a setting as a fully fleshed out world that you will run multiple different games in for years. WotC doesn't expect that of a setting anymore, they see it as a self-contained story. They don't expect you to run game-after-game in Dragonlance or Spelljammer, they expect you will run exactly one game in it and move onto the next. Which is why they give you exactly what you need to run one campaign in it (a module to act as backbone structure, some supplemental material to flesh out things if needed, and a few PC options to tie your PCs to the setting). </p><p></p><p>Eberron, Ravnica, Theros, and Ravenloft are designed as DIY toolkits for DMs to put together a campaign (a starter adventure, some PC options, and lots of tables and charts to build off of) but in reality, there isn't enough in any of them to run more than one solid campaign in without heavy use of outside sources (be it wikis, DMsGuild, or homebrewing). Dragonlance, Spelljammer, Strixhaven, and Planescape are modules first, with enough supplemental setting material to run the module. No different than the amount of info we got on Chult in Tomb or Greyhawk in Ghosts. They don't expect you to run multiple campaigns in the same setting, they expect you to run Spelljammer for one and when it's done run Dragonlance or Planescape next. </p><p></p><p>So, the large lore-dumps on people, places, and organizations are gone because you rarely need that level of detail to run a single campaign. You get enough to run the module and little extra to help putty in the gaps, but you will never see the amount of worldbuilding you might have seen in 2e or even 3e. I suspect that's because WotC views setting supplements as diminishing returns and feels a single adventure/setting is sufficient for most players. </p><p></p><p>Which is why I've tempered my expectation on Planecape: it's going to be a planar adventure and enough lore to run it (plus a little extra). I don't expect any more than that.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9075929, member: 7635"] You (and by you, I mean most of the people in this thread) are still looking at settings as TSR once did: a setting as a fully fleshed out world that you will run multiple different games in for years. WotC doesn't expect that of a setting anymore, they see it as a self-contained story. They don't expect you to run game-after-game in Dragonlance or Spelljammer, they expect you will run exactly one game in it and move onto the next. Which is why they give you exactly what you need to run one campaign in it (a module to act as backbone structure, some supplemental material to flesh out things if needed, and a few PC options to tie your PCs to the setting). Eberron, Ravnica, Theros, and Ravenloft are designed as DIY toolkits for DMs to put together a campaign (a starter adventure, some PC options, and lots of tables and charts to build off of) but in reality, there isn't enough in any of them to run more than one solid campaign in without heavy use of outside sources (be it wikis, DMsGuild, or homebrewing). Dragonlance, Spelljammer, Strixhaven, and Planescape are modules first, with enough supplemental setting material to run the module. No different than the amount of info we got on Chult in Tomb or Greyhawk in Ghosts. They don't expect you to run multiple campaigns in the same setting, they expect you to run Spelljammer for one and when it's done run Dragonlance or Planescape next. So, the large lore-dumps on people, places, and organizations are gone because you rarely need that level of detail to run a single campaign. You get enough to run the module and little extra to help putty in the gaps, but you will never see the amount of worldbuilding you might have seen in 2e or even 3e. I suspect that's because WotC views setting supplements as diminishing returns and feels a single adventure/setting is sufficient for most players. Which is why I've tempered my expectation on Planecape: it's going to be a planar adventure and enough lore to run it (plus a little extra). I don't expect any more than that. [/QUOTE]
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