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So Why Restrict Yourself To Only One Game Setting?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5301462" data-attributes="member: 32740"><p>Because I don't need to change the entire SETTING in order to provide a wide variety of environments, cultures, societies, and NPC's for the characters to interact with.</p><p> </p><p>You mean like Planescape, Spelljammer, and Ravenloft which were mentioned - all designed specifically to enable PC's to hop from setting to setting, world to world? And what about specific instances of this sort of thing that have been introduced since the very dawn of the game? The Comeback Inn of the Blackmoor setting? The doors to other worlds in the web of module Q1? The Portals adventures from Judges Guild?</p><p> </p><p>And why would I even need any of those? The basic construction of the cosmology of D&D gives me the ability to send the PC's tripping across the Astral Plane, the Ethereal, any flavor of hells or paradises that I care to dream up, flying to the moon, the stars, the sun, alternate realities and mucking through the conduits of time travel itself - and I can send them there by spell, magic item, ancient curse or artifact, or falling down a rabbit hole!</p><p> </p><p>I can access different game worlds, I have done so in the past, and will be able to do so in the future at the drop of a hat. All ANYONE needs to do so is the desire. But you know what? I don't desire it all that strongly or frequently. A standard generic fantasy world has worked just fine for myself and those I game with for over 30 years, whether it be Forgotten Realms, Greyhawk, Wilderlands, or any of a dozen home-brewed generic settings <u>I've</u> created. All that time gaming and I STILL have ideas for characters I want to run that do not need or want more than a generic fantasy environment - and NONE of them require rules more modern or complex than 1st Edition AD&D.</p><p> </p><p>Might as well ask why people still make and watch ordinary westerns when there are so many other ficitonal settings and genres they could immerse themselves in.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5301462, member: 32740"] Because I don't need to change the entire SETTING in order to provide a wide variety of environments, cultures, societies, and NPC's for the characters to interact with. You mean like Planescape, Spelljammer, and Ravenloft which were mentioned - all designed specifically to enable PC's to hop from setting to setting, world to world? And what about specific instances of this sort of thing that have been introduced since the very dawn of the game? The Comeback Inn of the Blackmoor setting? The doors to other worlds in the web of module Q1? The Portals adventures from Judges Guild? And why would I even need any of those? The basic construction of the cosmology of D&D gives me the ability to send the PC's tripping across the Astral Plane, the Ethereal, any flavor of hells or paradises that I care to dream up, flying to the moon, the stars, the sun, alternate realities and mucking through the conduits of time travel itself - and I can send them there by spell, magic item, ancient curse or artifact, or falling down a rabbit hole! I can access different game worlds, I have done so in the past, and will be able to do so in the future at the drop of a hat. All ANYONE needs to do so is the desire. But you know what? I don't desire it all that strongly or frequently. A standard generic fantasy world has worked just fine for myself and those I game with for over 30 years, whether it be Forgotten Realms, Greyhawk, Wilderlands, or any of a dozen home-brewed generic settings [U]I've[/U] created. All that time gaming and I STILL have ideas for characters I want to run that do not need or want more than a generic fantasy environment - and NONE of them require rules more modern or complex than 1st Edition AD&D. Might as well ask why people still make and watch ordinary westerns when there are so many other ficitonal settings and genres they could immerse themselves in. [/QUOTE]
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