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Settings played in D&D: cause or effect?
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<blockquote data-quote="Remathilis" data-source="post: 6767885" data-attributes="member: 7635"><p>Thanks. </p><p></p><p></p><p></p><p>Really, Planescape was an attempt to take the traditionally high-level playground of the planes and bring it down to low-level characters. It did a good job by fleshing out Sigil and the Outlands and by using portals to avoid the need for high-level spells. All of that can be done now in a new Planar Book or AP. All that would be missing in the Cant and Factions, and TSR was phasing them out come the end of the PS line anyway. All that would be needed is a few races (bariaur, gith(zerai/yanki), and perhaps rogue modron) and a brief write-up on factions; all stuff you could cram in a Player's Guide or Appendix.</p><p></p><p></p><p></p><p>Yeah. As much as it pains me to say, Ravenloft as a world was always a tricky setup. Domains of Dread and the 3e Arthaus stuff tried really hard to make work like a world, but most people probably remember it as a "trapped in a domain or two for a couple adventures" sidequest. Really, as much as I'd love to see a return of half-Vistani and native PCs, WotC would probably do just as well to make a Generic Gothic Horror book or AP with the few extra rules (like corruption and magical changes) and return to the "night of terror" model it had for most of its life.</p><p></p><p></p><p></p><p>Eberron is a unique challenge; unlike say DS or RL, its not one theme (S&S or horror) but a couple of ideas kinda smashed into a generic world. You have the magi-punk element (warforged, artificers, lightning rails), the unique races (shifters, changlings), the pulp elements (Xen'drik), the noir elements, all snuggled in with the D&D tropes either played straight (paladins, monks, and half-orcs) or tossed on its ear (dino-riding halflings, death-cult elves, savage world drow). Unlike DL, PS, or RL, its harder to mine all the good elements out of it and sell them separately, you're probably better off selling it as a package (and knowing it won't match FR's sales). </p><p></p><p>Dragonlance is an odd one. I'll admit I have no dog in this fight: I've never seen the allure of it. Its strengths (dragons, knighthoods, wizard orders, sweeping epic fantasy) aren't unique to just DL, and it too full of strange "different just because" stuff (like kender replacing halflings, even ignoring for a moment how reviled kender are) that it seems like it would be a lot of work for fairly little gain. At most, I could see more dragon-themed adventures or some sort of web supplement. </p><p></p><p></p><p></p><p>The only thing I wish WotC would do is convert a lot of the "necessary player crunch" for these worlds somewhere. Most of the fluff is usable, but the mentioned settings need conversions of important elements (kender, warforged, powers checks, artificers, muls, gladiators, factions, etc) to allow for the maximum experience. I keep hoping for some "Guide to the Multiverse" which give an overview of the popular settings and needed crunch to bridge from the PHB. The rest could be handled via Classic PDFs.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6767885, member: 7635"] Thanks. Really, Planescape was an attempt to take the traditionally high-level playground of the planes and bring it down to low-level characters. It did a good job by fleshing out Sigil and the Outlands and by using portals to avoid the need for high-level spells. All of that can be done now in a new Planar Book or AP. All that would be missing in the Cant and Factions, and TSR was phasing them out come the end of the PS line anyway. All that would be needed is a few races (bariaur, gith(zerai/yanki), and perhaps rogue modron) and a brief write-up on factions; all stuff you could cram in a Player's Guide or Appendix. Yeah. As much as it pains me to say, Ravenloft as a world was always a tricky setup. Domains of Dread and the 3e Arthaus stuff tried really hard to make work like a world, but most people probably remember it as a "trapped in a domain or two for a couple adventures" sidequest. Really, as much as I'd love to see a return of half-Vistani and native PCs, WotC would probably do just as well to make a Generic Gothic Horror book or AP with the few extra rules (like corruption and magical changes) and return to the "night of terror" model it had for most of its life. Eberron is a unique challenge; unlike say DS or RL, its not one theme (S&S or horror) but a couple of ideas kinda smashed into a generic world. You have the magi-punk element (warforged, artificers, lightning rails), the unique races (shifters, changlings), the pulp elements (Xen'drik), the noir elements, all snuggled in with the D&D tropes either played straight (paladins, monks, and half-orcs) or tossed on its ear (dino-riding halflings, death-cult elves, savage world drow). Unlike DL, PS, or RL, its harder to mine all the good elements out of it and sell them separately, you're probably better off selling it as a package (and knowing it won't match FR's sales). Dragonlance is an odd one. I'll admit I have no dog in this fight: I've never seen the allure of it. Its strengths (dragons, knighthoods, wizard orders, sweeping epic fantasy) aren't unique to just DL, and it too full of strange "different just because" stuff (like kender replacing halflings, even ignoring for a moment how reviled kender are) that it seems like it would be a lot of work for fairly little gain. At most, I could see more dragon-themed adventures or some sort of web supplement. The only thing I wish WotC would do is convert a lot of the "necessary player crunch" for these worlds somewhere. Most of the fluff is usable, but the mentioned settings need conversions of important elements (kender, warforged, powers checks, artificers, muls, gladiators, factions, etc) to allow for the maximum experience. I keep hoping for some "Guide to the Multiverse" which give an overview of the popular settings and needed crunch to bridge from the PHB. The rest could be handled via Classic PDFs. [/QUOTE]
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