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General Tabletop Discussion
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Setting Design vs Adventure Prep
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<blockquote data-quote="buzz" data-source="post: 3439872" data-attributes="member: 6777"><p>At this point, D&D is very much it's own genre of fantasy, and there are a number of setting decisions made for the user in the text. Races, classes, economics, religions, morality, nature of magic, etc. Enough that, IMO, saying "D&D" is as informative a term as "'30s Pulp". Ergo, I think you can hit the ground running with nothing but expectations set up by the PHB and play a successful game, in the same way that <em>Raiders</em> doesn't need to frame the context of Nazi Germany and Pulp as a meta-genre before showing Indy running from a giant, rolling boulder.</p><p></p><p></p><p>I dunno. I think that dismisses a lot of great adventures that have been published over the years.</p><p></p><p></p><p>W/r/t <em>Radiers</em>, I don't think so. I probably know more about WWII now than I did when I first saw the film at age 12, and I don't think that's made a difference. I don't think the film is really predicated on the viewer knowing anything more than Nazis = bad.</p><p></p><p>As far as D&D adventures go, I've played in campaigns where macro-level setting info made absolutely no difference, and I've played in ones where it enhanced the experience. Ergo, I don't see it as intrinsic to creating a good adventure.</p></blockquote><p></p>
[QUOTE="buzz, post: 3439872, member: 6777"] At this point, D&D is very much it's own genre of fantasy, and there are a number of setting decisions made for the user in the text. Races, classes, economics, religions, morality, nature of magic, etc. Enough that, IMO, saying "D&D" is as informative a term as "'30s Pulp". Ergo, I think you can hit the ground running with nothing but expectations set up by the PHB and play a successful game, in the same way that [i]Raiders[/i] doesn't need to frame the context of Nazi Germany and Pulp as a meta-genre before showing Indy running from a giant, rolling boulder. I dunno. I think that dismisses a lot of great adventures that have been published over the years. W/r/t [i]Radiers[/i], I don't think so. I probably know more about WWII now than I did when I first saw the film at age 12, and I don't think that's made a difference. I don't think the film is really predicated on the viewer knowing anything more than Nazis = bad. As far as D&D adventures go, I've played in campaigns where macro-level setting info made absolutely no difference, and I've played in ones where it enhanced the experience. Ergo, I don't see it as intrinsic to creating a good adventure. [/QUOTE]
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