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General Tabletop Discussion
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Presentation of the 4E Forgotten Realms (and other settings)
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<blockquote data-quote="Imban" data-source="post: 4524581" data-attributes="member: 29206"><p>Sure, if you think having campaign settings act at least partially as generic splatbooks is a virtue. The Player's Guide contained plenty of information I'd rather have been in the Campaign Guide, though - the Player's Guide descriptions of countries containing information the Campaign Guide descriptions lacked being the most obvious problem, because while DMs are going to buy both, needing to cross-reference is kind of annoying unless you're actually putting out real setting supplements with more information.</p><p></p><p>The Player's Guide needed to toss the pages and pages of uninspired character hooks at the end of each country - when you demand there be a Plot Hooks section with 4-6 plot hooks explicitly delineated for every country, you easily get 4 outright bad ones for every good one. I mean, heck, look at the character motivations for Akanul for a super-blatant example. Working plot hooks into the text and letting players pick them out themselves always seemed better in my experience.</p><p></p><p>Campaign guide is basically as the FR Campaign Guide, though I'd try to include more connection between countries - there's not much of a feeling that anyone in the world is doing anything - most "plots and adventure sites" are static things that will be there in 20 years, too. If I had to lose something, it'd be the adventure, unless I <strong>really</strong> thought it brought out the flavor of the campaign setting. (And for what it's worth, I don't think the FR one does. I never really thought there was an explicit flavor to old FR that could be brought out in a single adventure, and if they tried making an Explicitly FR Flavor in the new one, well, they certainly published an introduction adventure that wouldn't be inappropriate in GenericD&DLandia.)</p><p></p><p>Even then, their current model says they're publishing a standalone adventure for each campaign setting, too, so.</p><p></p><p>Player's Guide is as written, only the country writeups are halved in size, removing the explicit "plot hooks" section, and focused on general knowledge about that country. If we end up with extra space, include a section on heroic (or at least non-villainous) organizations that the PCs could belong to. Like the Harpers, who get reduced to all of one line in the Player's Guide.</p></blockquote><p></p>
[QUOTE="Imban, post: 4524581, member: 29206"] Sure, if you think having campaign settings act at least partially as generic splatbooks is a virtue. The Player's Guide contained plenty of information I'd rather have been in the Campaign Guide, though - the Player's Guide descriptions of countries containing information the Campaign Guide descriptions lacked being the most obvious problem, because while DMs are going to buy both, needing to cross-reference is kind of annoying unless you're actually putting out real setting supplements with more information. The Player's Guide needed to toss the pages and pages of uninspired character hooks at the end of each country - when you demand there be a Plot Hooks section with 4-6 plot hooks explicitly delineated for every country, you easily get 4 outright bad ones for every good one. I mean, heck, look at the character motivations for Akanul for a super-blatant example. Working plot hooks into the text and letting players pick them out themselves always seemed better in my experience. Campaign guide is basically as the FR Campaign Guide, though I'd try to include more connection between countries - there's not much of a feeling that anyone in the world is doing anything - most "plots and adventure sites" are static things that will be there in 20 years, too. If I had to lose something, it'd be the adventure, unless I [B]really[/B] thought it brought out the flavor of the campaign setting. (And for what it's worth, I don't think the FR one does. I never really thought there was an explicit flavor to old FR that could be brought out in a single adventure, and if they tried making an Explicitly FR Flavor in the new one, well, they certainly published an introduction adventure that wouldn't be inappropriate in GenericD&DLandia.) Even then, their current model says they're publishing a standalone adventure for each campaign setting, too, so. Player's Guide is as written, only the country writeups are halved in size, removing the explicit "plot hooks" section, and focused on general knowledge about that country. If we end up with extra space, include a section on heroic (or at least non-villainous) organizations that the PCs could belong to. Like the Harpers, who get reduced to all of one line in the Player's Guide. [/QUOTE]
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