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Tell me the selling points of Tal'Dorei / Wildemount, without mentioning Critical Role, Matt Mercer, etc.
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<blockquote data-quote="Benjamin Olson" data-source="post: 9788436" data-attributes="member: 6988941"><p>Tal'Dorei is pretty much just another generic fantasy setting. That's not a knock in my book, that means that I don't have to do a bunch of research to get how things work, just because some designer had to show off how original they could be. But the real selling point to me is simply familiarity to people who watched the first campaign of a certain actual play series we aren't naming. If players are actually excited that's a bonus, but familiarity is what I really care about because it saves time on exposition and makes for players feeling more comfortable deciding what they should do. I'd totally run a campaign there if I had a bunch of fans at my table.</p><p></p><p>Wildmount has a bit more distinctive personality, but I only got a third of the way through campaign two and couldn't give the elevator pitch for it.</p><p></p><p>Unless you are playing with fans of shows set there or are a fan there is really little reason to bother with the settings. They have some cool aspects, but most fantasy settings have some cool aspects. The selling point is in how invested and/or familiar people you play with might be.</p><p></p><p>As for the books, the Wildmount one was an official 5e product with some cool subclass options and additional schools of magic for wizards, being the main use I got out of it. The Tal'Dorei one and the revision thereof were 3rd party products which also had supplementary material such as an alternative resurrection system and magic weapons that upgraded as the wielder progressed.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 9788436, member: 6988941"] Tal'Dorei is pretty much just another generic fantasy setting. That's not a knock in my book, that means that I don't have to do a bunch of research to get how things work, just because some designer had to show off how original they could be. But the real selling point to me is simply familiarity to people who watched the first campaign of a certain actual play series we aren't naming. If players are actually excited that's a bonus, but familiarity is what I really care about because it saves time on exposition and makes for players feeling more comfortable deciding what they should do. I'd totally run a campaign there if I had a bunch of fans at my table. Wildmount has a bit more distinctive personality, but I only got a third of the way through campaign two and couldn't give the elevator pitch for it. Unless you are playing with fans of shows set there or are a fan there is really little reason to bother with the settings. They have some cool aspects, but most fantasy settings have some cool aspects. The selling point is in how invested and/or familiar people you play with might be. As for the books, the Wildmount one was an official 5e product with some cool subclass options and additional schools of magic for wizards, being the main use I got out of it. The Tal'Dorei one and the revision thereof were 3rd party products which also had supplementary material such as an alternative resurrection system and magic weapons that upgraded as the wielder progressed. [/QUOTE]
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Community
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*Dungeons & Dragons
Tell me the selling points of Tal'Dorei / Wildemount, without mentioning Critical Role, Matt Mercer, etc.
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