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Psionics Survey Results: Generally Positive But More Work Needed
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<blockquote data-quote="Yaarel" data-source="post: 7680790" data-attributes="member: 58172"><p>There are moreorless three levels of a setting.</p><p></p><p>• The cosmic setting or cosmology. For example the absence or presence of the Great Wheel, the 4e World Axis, the Feywild, the Ether, the Far Realms, the phlogiston of Spelljammer, and so on.</p><p></p><p>• The world setting or world map. For example, Eberron, Greyhawk Oerth, and so on.</p><p></p><p>• The regional setting, often a prominent town and its environs. For example, Nentir Vale, Drow Menzoberranzan, Neverwinter, Sword Coast, etcetera.</p><p></p><p></p><p></p><p>The cosmic setting is the all-encompassing ‘canopy’ that defines the tone and spirit of the game, and whatever is possible or impossible for the heroes to do. The cosmic setting is the main determiner of genre and branding.</p><p></p><p>The regional setting is the actualization, where the adventures actually happen. The world setting is intermediary giving the heroes ‘space’ to explore and the DM ‘space’ to plug-and-play different kinds of adventures with thematically different regions.</p><p></p><p>Ideally, a DM can without modification plug-and-play any regional setting into any world setting. Even any world setting into any cosmic setting.</p><p></p><p>It is vital for character classes to avoid cosmic assumptions, and thus function different in any setting whether Realms, Eberron, Darksun, Modern, or so on, whatever the setting is that the DM is responsible for.</p><p></p><p>4e made an error by imposing a one-setting-to-rule-them-all. It imposed the World Axis and specific creatures into every cosmic setting. 5e seems to be making a similar error by imposing the multiverse as the one-setting-to-rule-them-all, and by baking Realms flavor into the core rules.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7680790, member: 58172"] There are moreorless three levels of a setting. • The cosmic setting or cosmology. For example the absence or presence of the Great Wheel, the 4e World Axis, the Feywild, the Ether, the Far Realms, the phlogiston of Spelljammer, and so on. • The world setting or world map. For example, Eberron, Greyhawk Oerth, and so on. • The regional setting, often a prominent town and its environs. For example, Nentir Vale, Drow Menzoberranzan, Neverwinter, Sword Coast, etcetera. The cosmic setting is the all-encompassing ‘canopy’ that defines the tone and spirit of the game, and whatever is possible or impossible for the heroes to do. The cosmic setting is the main determiner of genre and branding. The regional setting is the actualization, where the adventures actually happen. The world setting is intermediary giving the heroes ‘space’ to explore and the DM ‘space’ to plug-and-play different kinds of adventures with thematically different regions. Ideally, a DM can without modification plug-and-play any regional setting into any world setting. Even any world setting into any cosmic setting. It is vital for character classes to avoid cosmic assumptions, and thus function different in any setting whether Realms, Eberron, Darksun, Modern, or so on, whatever the setting is that the DM is responsible for. 4e made an error by imposing a one-setting-to-rule-them-all. It imposed the World Axis and specific creatures into every cosmic setting. 5e seems to be making a similar error by imposing the multiverse as the one-setting-to-rule-them-all, and by baking Realms flavor into the core rules. [/QUOTE]
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