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<blockquote data-quote="flametitan" data-source="post: 7761991" data-attributes="member: 6822731"><p>That's basically my problem with the book. It doesn't really feel like a full setting that takes advantage of its ecumopolis premise, in favour of focusing solely on how the guilds interact. Now, I get why the guilds are a big deal to people. In the card game, the guilds are the main way of interacting with the setting, being the archetypes you build your deck around. For a CCG, strong, clear archetypes are going to be what makes the game interesting, and the world those archetypes exist in is mostly window dressing.</p><p></p><p>The issue, however, is that what makes for a good CCG setting doesn't necessarily translate into making a good rpg setting on a 1:1 basis. Even if everyone in the setting is sorting hatted out into one of these factions, the faction they belong to will still only be one small element of their character. The world the factions and characters inhabit should instead take the forefront. The thoughts and beliefs of the average person will rise to prominence; cultural practices that might previously have been a throwaway line on a card now have to become living, breathing events; locations that would've been a backdrop element on that card need to be developed places with character.</p><p></p><p>It sounds like Ravnica has some amount of this from the novels (though I doubt I'll read them; I'd rather not have to hunt down books for a world I've lost interest in on the off chance they'll respark it), but it also seems like the D&D setting book focuses a bit too much on what makes it cool for Magic players, and less so on what makes it cool for running an RPG in. That's not necessarily a <em>bad</em> thing, per se, so much as it not being for me, and not targeted for me. I've got Eberron, Planescape, and my own world ideas to tide me over until something really exciting catches my eye.</p></blockquote><p></p>
[QUOTE="flametitan, post: 7761991, member: 6822731"] That's basically my problem with the book. It doesn't really feel like a full setting that takes advantage of its ecumopolis premise, in favour of focusing solely on how the guilds interact. Now, I get why the guilds are a big deal to people. In the card game, the guilds are the main way of interacting with the setting, being the archetypes you build your deck around. For a CCG, strong, clear archetypes are going to be what makes the game interesting, and the world those archetypes exist in is mostly window dressing. The issue, however, is that what makes for a good CCG setting doesn't necessarily translate into making a good rpg setting on a 1:1 basis. Even if everyone in the setting is sorting hatted out into one of these factions, the faction they belong to will still only be one small element of their character. The world the factions and characters inhabit should instead take the forefront. The thoughts and beliefs of the average person will rise to prominence; cultural practices that might previously have been a throwaway line on a card now have to become living, breathing events; locations that would've been a backdrop element on that card need to be developed places with character. It sounds like Ravnica has some amount of this from the novels (though I doubt I'll read them; I'd rather not have to hunt down books for a world I've lost interest in on the off chance they'll respark it), but it also seems like the D&D setting book focuses a bit too much on what makes it cool for Magic players, and less so on what makes it cool for running an RPG in. That's not necessarily a [i]bad[/i] thing, per se, so much as it not being for me, and not targeted for me. I've got Eberron, Planescape, and my own world ideas to tide me over until something really exciting catches my eye. [/QUOTE]
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