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races of destiny --has D&D 3.5 jumped the shark?
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<blockquote data-quote="mhacdebhandia" data-source="post: 1917451" data-attributes="member: 18832"><p>I can understand why people think this way, but I can't understand how that attitude survives contact with the real world. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I doubt that there is any single person in the world who receives every word and concept coming out of Renton with ecstatic glee - any creative endeavour for profit is a balance between appealing to the consumer base and exercising one's own imaginative powers.</p><p></p><p>Perhaps illumians, or the green star adept prestige class, or Eberron's lightning rail are indeed a significant and even shocking departure from the kind of fantasy that defines "traditional" D&D. On the other hand, there are also a not-insignificant number of people for whom the tropes and ideas of "traditional" D&D fantasy are stale, or even simply not what they're interested in right now.</p><p></p><p>I recall Rich Baker attributing the green star adept, for example, to the influence of the kind of strange sorcery you encounter in Robert E. Howard's stories - representative of a subgenre of fantasy no less interesting or vital to its own group of fans as Tolkienesque epics are to theirs. Given that D&D does a poor (at best) job of mimicking the Tolkienesque genre, and was in its early days influenced easily as much by Howard and Moorcock as Tolkien at any rate, I can see no reason for the designers of D&D to try a broadening of the definitions of what D&D is like, since "traditional" D&D fantasy is only part of what D&D has historically been anyway!</p><p></p><p>Anyone expecting everything Wizards of the Coast publishes to match what they want from a game of D&D is a fool, near as I can tell. Pick and choose, people! I like a great deal of what Wizards has published for Third Edition since the revision - crazy races and classes and monsters - but even I wouldn't expect that one campaign could reasonably contain it all. DMs have historically been great adaptors - if you can take an idea from your favourite fantasy decalogy and make it fit into your D&D game, why not bend your imagination towards adapting the bits of official D&D books that you only kind of like and making them fit better with your game?</p><p></p><p>As I say often, I'm glad to see Wizards publishing things I don't care for in their books - because it means that someone else whose game is nothing like mine is picking it up and enjoying the game in a completely different way from myself, and that diversity is great for the hobby - and good for the company, when it means that both of us are buying the same book.</p><p></p><p>Reasonable diversity is an unambiguously good thing - and illumians and their ilk don't even come <strong>close</strong> to exceeding the bounds of what's reasonable.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1917451, member: 18832"] I can understand why people think this way, but I can't understand how that attitude survives contact with the real world. ;) I doubt that there is any single person in the world who receives every word and concept coming out of Renton with ecstatic glee - any creative endeavour for profit is a balance between appealing to the consumer base and exercising one's own imaginative powers. Perhaps illumians, or the green star adept prestige class, or Eberron's lightning rail are indeed a significant and even shocking departure from the kind of fantasy that defines "traditional" D&D. On the other hand, there are also a not-insignificant number of people for whom the tropes and ideas of "traditional" D&D fantasy are stale, or even simply not what they're interested in right now. I recall Rich Baker attributing the green star adept, for example, to the influence of the kind of strange sorcery you encounter in Robert E. Howard's stories - representative of a subgenre of fantasy no less interesting or vital to its own group of fans as Tolkienesque epics are to theirs. Given that D&D does a poor (at best) job of mimicking the Tolkienesque genre, and was in its early days influenced easily as much by Howard and Moorcock as Tolkien at any rate, I can see no reason for the designers of D&D to try a broadening of the definitions of what D&D is like, since "traditional" D&D fantasy is only part of what D&D has historically been anyway! Anyone expecting everything Wizards of the Coast publishes to match what they want from a game of D&D is a fool, near as I can tell. Pick and choose, people! I like a great deal of what Wizards has published for Third Edition since the revision - crazy races and classes and monsters - but even I wouldn't expect that one campaign could reasonably contain it all. DMs have historically been great adaptors - if you can take an idea from your favourite fantasy decalogy and make it fit into your D&D game, why not bend your imagination towards adapting the bits of official D&D books that you only kind of like and making them fit better with your game? As I say often, I'm glad to see Wizards publishing things I don't care for in their books - because it means that someone else whose game is nothing like mine is picking it up and enjoying the game in a completely different way from myself, and that diversity is great for the hobby - and good for the company, when it means that both of us are buying the same book. Reasonable diversity is an unambiguously good thing - and illumians and their ilk don't even come [b]close[/b] to exceeding the bounds of what's reasonable. [/QUOTE]
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