D&D 5E (2024) Preferences in a New Official 5.5e Specific Setting

What Flavor of Setting would you like them to create?

  • Heroic Fantasy

    Votes: 29 27.4%
  • Swords and Sorcery

    Votes: 38 35.8%
  • Epic Fantasy

    Votes: 12 11.3%
  • Mythic Fantasy

    Votes: 15 14.2%
  • Dark Fantasy

    Votes: 24 22.6%
  • Bright Fantasy

    Votes: 16 15.1%
  • Intrigue and Politics

    Votes: 19 17.9%
  • Mystery and Investigation

    Votes: 16 15.1%
  • War and Battle

    Votes: 15 14.2%
  • Wuxia/Anime

    Votes: 26 24.5%
  • Modern Fantasy

    Votes: 18 17.0%
  • Urban Fantasy

    Votes: 21 19.8%
  • Science Fantasy

    Votes: 17 16.0%
  • Apocalyptic or Post Apocalyptic Fantasy

    Votes: 11 10.4%
  • Other (Please describe)

    Votes: 6 5.7%
  • Carmageddon

    Votes: 0 0.0%
  • Paranormal Romance

    Votes: 0 0.0%

Sword and Sorcery Rant:

IMHO, Sword and Sorcery is about the protagonist dealing with personal and local wins and losses which can be ugly or costly. This is easy with warriors because they typically don't scale that fast outside the local as quickly. Skill users are based on author scale.. But isn't not impossible with spellcasters.

D&D stops being local and personal after level 7 or so. Especially post 3e. You can force it by limiting goes to material plane monsters and limiting magic spells but it gets boring

This is because it's hard to make the mechanic part of sword and sorcery interesting it gets stale because you personalize everything and does you limit the lot louder options your characters have and eventually you will repeat yourself. Therefore you end up either doing things outside of the books or you require a skilled DM/GM to craft story that keeps the excitement up in lieu of the stale mechanical play.

This is why sword and sorcery are not popular game settings for RPG play when there's any competition. The only worked back in the day when there weren't as many rules and rule sets to compete with that style of setting. The second another style of setting appeared sort of sorcery became unpopular.

And that's the rub you're not going to make any money with sword and sorcery if the only playable style of characters are low complexity warriors and "thieves". You must allow spell casters or technology users or some kind of advanced martial arts or skill system in the game in order to spice it up as the game goes.

Because you're not going to sell many copies if a game setting where everything is personal if the persons are mechanically boring. Because if all of the interesting parts or outside of the game then they don't need to buy your game.

Man, I could not disagree more, across the board, top to bottom.
 

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Sword and Sorcery Rant:

IMHO, Sword and Sorcery is about the protagonist dealing with personal and local wins and losses which can be ugly or costly. This is easy with warriors because they typically don't scale that fast outside the local as quickly. Skill users are based on author scale.. But isn't not impossible with spellcasters.

D&D stops being local and personal after level 7 or so. Especially post 3e. You can force it by limiting goes to material plane monsters and limiting magic spells but it gets boring

This is because it's hard to make the mechanic part of sword and sorcery interesting it gets stale because you personalize everything and does you limit the lot louder options your characters have and eventually you will repeat yourself. Therefore you end up either doing things outside of the books or you require a skilled DM/GM to craft story that keeps the excitement up in lieu of the stale mechanical play.

This is why sword and sorcery are not popular game settings for RPG play when there's any competition. The only worked back in the day when there weren't as many rules and rule sets to compete with that style of setting. The second another style of setting appeared sort of sorcery became unpopular.

.
While I agree with most of that, it's 5e design choices that derail it not the local focus that details things. it's entirely possible but requires players to need things from the world at regular enough intervals that they can be considered eager agents of powerful fractions. You can look at the section in forge of the artificer about having multiple villain/bad guy factions that the players kinda need to hook their wagons to.

By not having any needs like past editions where magic item churn is expected to varying degrees players become wild cards with no reason to care about building any allegiance or trust from NPCs. Frustratingly though the gm pretty much needs to just shrug and have the NPCs lay down on the tracks for a party of PCs they know will immediately double cross them at their earliest most convenient opportunity. The gm needs to betray any logic and sanity like that because doing otherwise makes it pretty hard to run a game if NPCs won't interact with players.
 

While I agree with most of that, it's 5e design choices that derail it not the local focus that details things. it's entirely possible but requires players to need things from the world at regular enough intervals that they can be considered eager agents of powerful fractions. You can look at the section in forge of the artificer about having multiple villain/bad guy factions that the players kinda need to hook their wagons to.

By not having any needs like past editions where magic item churn is expected to varying degrees players become wild cards with no reason to care about building any allegiance or trust from NPCs. Frustratingly though the gm pretty much needs to just shrug and have the NPCs lay down on the tracks for a party of PCs they know will immediately double cross them at their earliest most convenient opportunity. The gm needs to betray any logic and sanity like that because doing otherwise makes it pretty hard to run a game if NPCs won't interact with players.

That's more or less what I'm saying.

5e was designed with DM Empowerment in mind in such a way that the game works without forcing the DM to include many things that would be personally in the hands of and in the whims of the world. But removing those ties to the world, removes those personal ties and local links to the world which are material. It becomes purely story.

And pure story is a harder sell for gameplay in a game. Pure stories are for books and movies. A game needs game.

You have to make the gameplay fun and not stale. And that is the tough part of Sword and Sorcery. It's often more fun as a story than gameplay. The characters as gameplay entities are boring and its biggest fans fight making the gameplay gameplay interesting in the base rules.
 

That's more or less what I'm saying.

5e was designed with DM Empowerment in mind in such a way that the game works without forcing the DM to include many things that would be personally in the hands of and in the whims of the world. But removing those ties to the world, removes those personal ties and local links to the world which are material. It becomes purely story.

And pure story is a harder sell for gameplay in a game. Pure stories are for books and movies. A game needs game.

You have to make the gameplay fun and not stale. And that is the tough part of Sword and Sorcery. It's often more fun as a story than gameplay. The characters as gameplay entities are boring and its biggest fans fight making the gameplay gameplay interesting in the base rules.
No. It is not "dm empowerment" to loot the gm's toolbox just because it's done while someone says that it's for your own good.

I literally described how the gm is did empowered and you quoted the description telling me it was gm empowerment.
 
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