MechaTarrasque
Hero
I found many interesting things in the PoL settings, and I look forward to it's return in the 5th or 6th Hasbro D&D movie
I never picked up 4e. I have heard good things about the setting and have never had trouble stealing good ideas and reskinning.
Where is a good place to get decent detail of the setting? Online and/or book?
Unfortunately they decided to make the Realms their dumping ground and when you have vast knowledge of the Realms, as well as every printed product, it becomes blatantly obvious when something just doesn't fit. That's why use the round peg and square hole analogy. You can fit the peg into a square hole but it's just not the right choice.
They would have been better off just building on the Points of Light setting.
Very like how settings were first painted in the early days of the game.Whether or not the stuff they're doing "fits" FR I leave for others to judge.
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I think the actual Nentir Vale setting is nothing special - it's a very generic low-ish level D&D setting, with a forest for the elves and goblins, hills/mountains for the dwarves and orcs, some villages and a town, a baron with a castle, etc.
It is summarised in the DMG, and also one of the Essentials books (I think the DM book).
What is distinctive about 4e, I think, is the history and cosmology that is presented in the core books (especially the race backgrounds in the PHB and in the MM) and elaborated in some of the supplements (I think the Plane Above is probably the best of these, followed by Demonomicon). It is your pretty basic "gods/order" vs "primoridals/chaos" set up - so the default is that the PC heroes are on the side of the gods trying to ensure the primordials don't dissolve the world back into the raw elements of creation. But it has some nice subtlety mixed into that (eg some of the gods make for ambiguous allies at best) and there is also a largely distinct Feywild to handle fey-type story elements. And the history of the mortal world ties into the order/dissolution theme, being a history of fallen empires (of which the most recent is the fallen human empire of Nerath).
Ultimately, as a generic suggestion of a setting (really almost more a sub-genre), PoL didn't 'steal' things from other settings (the Ebberon might have been said to, since it did intentionally 'make a place' for all extant D&D races &c), it's just that the game didn't fail to present all those things. Of course, some of 'em, like Strahd or Vecna, were not to be found in a specific setting (even if their origin might have been in one), since they're the lord of a pocket-dimension and a god, respecitive, and thus in touch with many worlds.My experience is more like what Tony Vargas describes than what Remathilis describes. My default 4e campaign has featured dwarves from mountain fastnesses, goblins in the forests, gelatinous cubes in an underground maze in a ruined city/fortress (a REH-style trope), Vecna (including his Eye), Orcus, Asmodeus, Demogorgon, Pazuzu, the Rod of Seven Parts (including the Queen of Chaos and the Rod of Seven Parts), the Crystal of the Ebon Flame, and recently the Codex of the Infinite Planes (which in this campaign is the same thing as the Book of Vile Darkness).
I don't feel that any rhymes or reasons were harmed as a result of this!
4e's take on the Warden (and other 'primal' classes was tied to the concept of 'Primal Spirits,' that were tied to the World Axis cosmology), Psionics were tied to Dark Sun and to the World Axis take on the Far Realm (and Psion wasn't new to 4e, it was a 3.5 class, and not that different from the 2e psionicist - I suppose the Battlemind could be said to be a 3.5 Phsychic Warrior, too).Although most weren't particularly tied into the setting, 4E also introduced quite a number of new classes - the warden (nature-powered fighter type), three psionic classes (psion, ardent and battlemind), the invoker and the runepriest (different variations on the cleric), the seeker (mystical archer) and the warlord (a martial support class who could do things like non-magical in-combat healing and buffing, trading their chance to attack to allow others to attack ("The barbarian swings a sword. The warlord swings the barbarian."), and do clever tricks that rearranged the tactical positioning of both party members and enemies).
My feelings on PoL/Nentir is very similar to my general feelings of 4e: It tries hard to be a fresh take on D&D lore, but it just ends up dancing around wearing D&D's clothes.
Specifically, PoL had a nasty of habit of absorbing every other settings "unique elements" and dumping them in there. It stole people (Mordenkainen, Strahd), places (Tomb of Horrors Isle of Dread), things (Hand of Vecna, Blackrazor), cultures (Vistani), races (warforged, shifters) and monsters (draconians) from all over D&D's history and smashed them into one setting without much rhyme or reason, and often ignoring its connections to the settings that spawned them.
While most of the modules have been Realms-based, at least the 5e paradigm is to acknowledge where these things come from (such referencing Mordenkainen is form Oerth or warforged come from Eberron) rather than jamming them all into one setting.
I'm afraid you are incorrect in your assumption about the Realms. Being a "kitchen sink" doesn't mean you get to throw anything into it when the world is constant and has a well documented history. Points of Light doesn't have this so it is a true "kitchen sink". What makes the Realms unique as a setting is it's vast and well documented history. Just "throwing in things that have always been associated with other worlds" doesn't fit unless you are brand new to D&D you don't know any better.That's odd, my vast knowledge of the Realms, derived from the extensive catalog of printed products I own for it (I'm not sure it is literally every one of them, but I know it is very close to that), says quite clearly to me that there is literally nothing which doesn't fit within the Realms because it is a huge and incredibly diverse "kitchen-sink" style of setting, and appears to have always been such.
Well its your campaign, so the hole and the peg are whatever shapes you decide they are. If the adventure doesn't fit the FR, then modify the adventure. Or change the setting - it is your campaign world not Ed Greenwood's.
I don't really care what you are "afraid" of - the two of us have equal standing as scholars on the matter, and we disagree. Do you know what that means? It means we both have equally valid opinions. I'm not wrong, you're not wrong - there just isn't a fact to be had about whether something truly "fits" or not.I'm afraid you are incorrect in your assumption about the Realms.
It actually means pretty much just that. Just like prior products out of those "every printed product" added things to the setting which were not even hinted at by prior products before 5th edition, even before 3rd edition, and that was perfectly acceptable for them to be fit in, so it is now.Being a "kitchen sink" doesn't mean you get to throw anything into it when the world is constant and has a well documented history.
That's just the thing; you preferring a different course of action doesn't make that course of action objectively better. But your implication that it does do that does have an effect upon how receptive other people will be to your opinion (to be clear, I mean that it causes other people to be even less likely to be receptive to your opinion because most people don't want to agree with someone that sounds like they think they/their opinion is just plain better than anyone else).Just "throwing in things that have always been associated with other worlds" doesn't fit unless you are brand new to D&D you don't know any better.