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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="Charlaquin" data-source="post: 9788890" data-attributes="member: 6779196"><p>I mean, that’s like one of the key fundamental building blocks of European fantasy. The specifics of what technology the preceding civilization had vary from setting to setting, but the idea of “current society is built on the bones of an older, better society that collapsed for reasons now shrouded in myth” is older than Tolkien, ultimately tracing its origins back to actual medieval Europe and its relationship with the Roman empire. It’s an absolute staple of the fantasy genre, and is usually the reason D&D adventurers find powerful magic items in ancient ruins and tombs. The people who came before knew how to work wonders we can no longer even dream of reproducing, so we salvage what we can from the detritus of their fallen civilization.</p><p></p><p>That’s less common, but not particularly unique.</p><p></p><p>And as others have said, it’s not really a bad thing that the setting is derivative. If anything that’s one of its major points of appeal. It’s very familiar-feeling for fans of just about any fantasy fiction, which makes it highly approachable. You don’t need to study a bunch of obscure lore to “get it,” cause if you’ve consumed any fantasy media in the past few decades, you’ll pretty much know what to expect.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9788890, member: 6779196"] I mean, that’s like one of the key fundamental building blocks of European fantasy. The specifics of what technology the preceding civilization had vary from setting to setting, but the idea of “current society is built on the bones of an older, better society that collapsed for reasons now shrouded in myth” is older than Tolkien, ultimately tracing its origins back to actual medieval Europe and its relationship with the Roman empire. It’s an absolute staple of the fantasy genre, and is usually the reason D&D adventurers find powerful magic items in ancient ruins and tombs. The people who came before knew how to work wonders we can no longer even dream of reproducing, so we salvage what we can from the detritus of their fallen civilization. That’s less common, but not particularly unique. And as others have said, it’s not really a bad thing that the setting is derivative. If anything that’s one of its major points of appeal. It’s very familiar-feeling for fans of just about any fantasy fiction, which makes it highly approachable. You don’t need to study a bunch of obscure lore to “get it,” cause if you’ve consumed any fantasy media in the past few decades, you’ll pretty much know what to expect. [/QUOTE]
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Tell me the selling points of Tal'Dorei / Wildemount, without mentioning Critical Role, Matt Mercer, etc.
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