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Community
General Tabletop Discussion
*Dungeons & Dragons
Purely Generic Setting?
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<blockquote data-quote="Remathilis" data-source="post: 6369790" data-attributes="member: 7635"><p>First, that'd be incredibly limiting. It might work if the module was centered in a single location, but the moment you add travel, you start fleshing out the map. So if you had a single dungeon or a single town, it might work, but unless you aim for the vague "days travel" idea, you end up putting SOMETHING in there.</p><p></p><p>Second, how generic IS generic? Do we get named NPCs (Mayor Barlin, Aleena the Cleric), do we get named Villians? (Lareth, Bargle) what do we do about churches and cults? (The infamous Temple of Evil Chaos from the Keep, I'd wager). What about backstory? Why is there an ancient temple in the woods? Who is Lord Strahd and why did he invite me to his castle? A module isn't just a map and stat-blocks.</p><p></p><p>Third, What generic are we talking about? I guess we could say "Everything in the Holy Trilogy (PH/MM/DMG) is generic, except its not. A generic adventure where a red dragon and his orc minions attack a nearby village doesn't work in Dragonlance (no orcs), Ravenloft (no dragons), Planescape (unless its a village on Carceri), etc, etc. In fact, I wager that nearly any adventure you pitch wouldn't work on at least one published D&D setting, making "any setting" an impossible dream. </p><p></p><p>Now, I have said before that their might be a goodly market for ICONIC adventures (that is, adventures that hew very close to the cliche: a haunted castle, an orcish dungeon, a drow fortress, or a dragon's mountain lair) that doesn't fits the generic tropes of D&D, but still have some base assumptions about them. THAT I could see.</p><p></p><p>"Town A" adventures? that seems like a paint by numbers kit. I buy modules to have the heavy lifting done for me.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6369790, member: 7635"] First, that'd be incredibly limiting. It might work if the module was centered in a single location, but the moment you add travel, you start fleshing out the map. So if you had a single dungeon or a single town, it might work, but unless you aim for the vague "days travel" idea, you end up putting SOMETHING in there. Second, how generic IS generic? Do we get named NPCs (Mayor Barlin, Aleena the Cleric), do we get named Villians? (Lareth, Bargle) what do we do about churches and cults? (The infamous Temple of Evil Chaos from the Keep, I'd wager). What about backstory? Why is there an ancient temple in the woods? Who is Lord Strahd and why did he invite me to his castle? A module isn't just a map and stat-blocks. Third, What generic are we talking about? I guess we could say "Everything in the Holy Trilogy (PH/MM/DMG) is generic, except its not. A generic adventure where a red dragon and his orc minions attack a nearby village doesn't work in Dragonlance (no orcs), Ravenloft (no dragons), Planescape (unless its a village on Carceri), etc, etc. In fact, I wager that nearly any adventure you pitch wouldn't work on at least one published D&D setting, making "any setting" an impossible dream. Now, I have said before that their might be a goodly market for ICONIC adventures (that is, adventures that hew very close to the cliche: a haunted castle, an orcish dungeon, a drow fortress, or a dragon's mountain lair) that doesn't fits the generic tropes of D&D, but still have some base assumptions about them. THAT I could see. "Town A" adventures? that seems like a paint by numbers kit. I buy modules to have the heavy lifting done for me. [/QUOTE]
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