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General Tabletop Discussion
*Dungeons & Dragons
Should You Buy The Setting Books Regardless?
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<blockquote data-quote="touc" data-source="post: 7876304" data-attributes="member: 19270"><p>Dark Sun, for those who have heard of it, may be a better way to explain the point. I moved recently and was going to run Dark Sun with my old group. Not a one had heard of the setting or read the books or played the old computer games. It was an impossible task to simply explain to them why it would be exciting. Now, Dark Sun was clever in that every adventure module came with a short story. So, I scanned those and gave those to my players. The literature can be a huge influence if we're talking about moving from a generic setting like Forgotten Realms (where everything you can imagine is there and pretty much as you expect, dragons and unicorns and orcs and so on) and into something a bit alien, like steampunk.</p><p></p><p>Now that I'm with a new crew, same thing. I've got a Dark Sun poster in my game room and I've casually brought it up, but no one has read the books or played the computer games. It's key to me that I be able to bring the world alive, and 100s of pages of novels and stories (and I pray they're good) help with that. Whether it be the vallenwood trees of Solace on Krynn or the machinations of the Zhentarim and interplay with the church, or how a mul perceives the world and derisively views magic users as weak (they never had to physically work or suffer for what they got), it largely comes from fiction. And, I want my players to feel a bit of the same.</p></blockquote><p></p>
[QUOTE="touc, post: 7876304, member: 19270"] Dark Sun, for those who have heard of it, may be a better way to explain the point. I moved recently and was going to run Dark Sun with my old group. Not a one had heard of the setting or read the books or played the old computer games. It was an impossible task to simply explain to them why it would be exciting. Now, Dark Sun was clever in that every adventure module came with a short story. So, I scanned those and gave those to my players. The literature can be a huge influence if we're talking about moving from a generic setting like Forgotten Realms (where everything you can imagine is there and pretty much as you expect, dragons and unicorns and orcs and so on) and into something a bit alien, like steampunk. Now that I'm with a new crew, same thing. I've got a Dark Sun poster in my game room and I've casually brought it up, but no one has read the books or played the computer games. It's key to me that I be able to bring the world alive, and 100s of pages of novels and stories (and I pray they're good) help with that. Whether it be the vallenwood trees of Solace on Krynn or the machinations of the Zhentarim and interplay with the church, or how a mul perceives the world and derisively views magic users as weak (they never had to physically work or suffer for what they got), it largely comes from fiction. And, I want my players to feel a bit of the same. [/QUOTE]
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Should You Buy The Setting Books Regardless?
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