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General Tabletop Discussion
*Dungeons & Dragons
Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="Grainger" data-source="post: 6400010" data-attributes="member: 6779234"><p>This all reminds me of the Mystaran Hollow World sub-setting, where not only were there many cultures with strict weapon/armour/equipment provisions (e.g. "no metal armour for anyone"), but magic barely worked in the whole sub-setting, so mages and clerics coming from the "normal" setting were severely nobbled. I integrated it into my home-brew world, and we had some excellent games there!</p><p></p><p>Severely restricting character powers was the very basis of the setting, and I think it's one of the best things TSR ever released.</p><p></p><p>I'm now running a 5e campaign set in early feudal times, and nope, there is no armour better than chain, and you definitely can't have scimitars or rapiers. Drow and Tieflings do not exist in the entire universe, and neither do half the Monster Manual (there is no "Underdark" and no "Demons" or the like). Orcs, Goblins, Bugbears etc. are not any more evil than Humans or Elves. In the principal country, Elves are an oppressive overclass, lording it over Humans, Dwarves and Halflings (although there are many Elves who are not jerks). I'm not sure yet whether I will allow a choice of more than one or two religions. 90% of the population have never travelled more than a few miles from their home village, so there's little cultural diversity (but far more so than in real life, because we have all those fantasy races living there). It's called flavour, and players don't get to be The Special One in order to circumvent it.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6400010, member: 6779234"] This all reminds me of the Mystaran Hollow World sub-setting, where not only were there many cultures with strict weapon/armour/equipment provisions (e.g. "no metal armour for anyone"), but magic barely worked in the whole sub-setting, so mages and clerics coming from the "normal" setting were severely nobbled. I integrated it into my home-brew world, and we had some excellent games there! Severely restricting character powers was the very basis of the setting, and I think it's one of the best things TSR ever released. I'm now running a 5e campaign set in early feudal times, and nope, there is no armour better than chain, and you definitely can't have scimitars or rapiers. Drow and Tieflings do not exist in the entire universe, and neither do half the Monster Manual (there is no "Underdark" and no "Demons" or the like). Orcs, Goblins, Bugbears etc. are not any more evil than Humans or Elves. In the principal country, Elves are an oppressive overclass, lording it over Humans, Dwarves and Halflings (although there are many Elves who are not jerks). I'm not sure yet whether I will allow a choice of more than one or two religions. 90% of the population have never travelled more than a few miles from their home village, so there's little cultural diversity (but far more so than in real life, because we have all those fantasy races living there). It's called flavour, and players don't get to be The Special One in order to circumvent it. [/QUOTE]
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Supplemental books: Why the compulsion to buy and use, but complain about it?
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