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RuneQuest Starter Set: Played It Review of a Mythic World of Magic and Conflict
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<blockquote data-quote="Jaeger" data-source="post: 8500104" data-attributes="member: 27996"><p>This is where your underlying assumption is wrong.</p><p></p><p>D&D has always had been its own <em>specific genre</em> of fantasy.</p><p></p><p>Because D&D has always had a <em>strong</em> <em>implied</em> fantasy setting In the three core books.</p><p></p><p>Broadly speaking the <em>implied</em> fantasy of D&D has been <em>the fantasy setting tropes</em> first set forth in Gygax's home campaign of Greyhawk, <em>(Which he created the game around)</em> and now which the implied setting of the "Fantasy D&D Multiverse" carries the torch.</p><p></p><p>The available races and how they interact with each other is setting specific. Clerical Domains; setting specific. Great wheel cosmology is setting specific. The names of the classes are setting specific. How magic works is setting specific. The names of certain spells, the names of certain magic items, <em>all setting specific. </em></p><p></p><p>All specific to the implied D&D Fantasy setting of the three core books.</p><p></p><p>It is no coincidence that you are able to pick up a published adventure for 5e set in the Forgotten Realms and play - <em>with no alterations of any kind</em> to the core classes, spell lists, magic items, the entirety of the monster manual, or default cosmology offered in the core books.</p><p></p><p></p><p></p><p></p><p></p><p>D&D drew from those sources, and combined them in a unique way to make the game.</p><p></p><p><em>D&D was not made to emulate those sources. </em>They merely served as the inspiration for what the game <em>became</em>.</p><p></p><p></p><p></p><p></p><p>Not RAW.</p><p></p><p>Not: <em>"any fantasy element".</em></p><p></p><p>Yes, you can homebrew the core mechanic of 1d20 = mods six way from Sunday to get exactly "your own setting as you wish."</p><p></p><p>But if you discard clerical domains, the spell list, how spells work, how HP progression works, eliminate entire classes, and rework specific subclasses to get there; it can hardly be said you are "playing D&D" anymore.</p><p></p><p>If you want to be able to play in your "homebrew" setting while using the PHB as is, then: "your own setting as you wish." = so long as you are including all the D&D implied setting bits as written...</p><p></p><p></p><p></p><p></p><p>You can choose to talk in in vague terms all about the literal abstract parts of D&D, and interpret the game structure any way you need to so that you see what you want.</p><p></p><p>But the road this goes down is not worth the time for either of us. Happy new year.</p><p></p><p></p><p></p><p></p><p>D&D has been a <em>huge</em> influence. So much so that it can be said that the game has been drawing inspiration from derivatives of genre tropes that it established!</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8500104, member: 27996"] This is where your underlying assumption is wrong. D&D has always had been its own [I]specific genre[/I] of fantasy. Because D&D has always had a [I]strong[/I] [I]implied[/I] fantasy setting In the three core books. Broadly speaking the [I]implied[/I] fantasy of D&D has been [I]the fantasy setting tropes[/I] first set forth in Gygax's home campaign of Greyhawk, [I](Which he created the game around)[/I] and now which the implied setting of the "Fantasy D&D Multiverse" carries the torch. The available races and how they interact with each other is setting specific. Clerical Domains; setting specific. Great wheel cosmology is setting specific. The names of the classes are setting specific. How magic works is setting specific. The names of certain spells, the names of certain magic items, [I]all setting specific. [/I] All specific to the implied D&D Fantasy setting of the three core books. It is no coincidence that you are able to pick up a published adventure for 5e set in the Forgotten Realms and play - [I]with no alterations of any kind[/I] to the core classes, spell lists, magic items, the entirety of the monster manual, or default cosmology offered in the core books. D&D drew from those sources, and combined them in a unique way to make the game. [I]D&D was not made to emulate those sources. [/I]They merely served as the inspiration for what the game [I]became[/I]. Not RAW. Not: [I]"any fantasy element".[/I] Yes, you can homebrew the core mechanic of 1d20 = mods six way from Sunday to get exactly "your own setting as you wish." But if you discard clerical domains, the spell list, how spells work, how HP progression works, eliminate entire classes, and rework specific subclasses to get there; it can hardly be said you are "playing D&D" anymore. If you want to be able to play in your "homebrew" setting while using the PHB as is, then: "your own setting as you wish." = so long as you are including all the D&D implied setting bits as written... You can choose to talk in in vague terms all about the literal abstract parts of D&D, and interpret the game structure any way you need to so that you see what you want. But the road this goes down is not worth the time for either of us. Happy new year. D&D has been a [I]huge[/I] influence. So much so that it can be said that the game has been drawing inspiration from derivatives of genre tropes that it established! [/QUOTE]
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