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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Blood War in 4E?
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<blockquote data-quote="small pumpkin man" data-source="post: 4001788" data-attributes="member: 57910"><p>That's entirely possible. I made this assumption because many (all?) of the major 4e designers not only aren't interested in the Planescape stuff, but actively don't like it (despite knowing even less than me, which isn't that much). I made the assumption that this was part of the problem with the 3.x stuff, but you're right, the writing style did have a lot to do with it, I haven't read it in a while, but a lack of "how to make this interesting in your campaign" seems consistent with what I remember, which would be a serious problem, since that's what fluff should be for.</p><p></p><p>I am tangently aware that the Wheel existed before planescape, but I have no idea what it was like, or what the quality was.</p><p></p><p>I would completely agree, except I would exchange "encounters" for "adventures", and I completely think it's a good thing, it's a generic background, I feel it fits the idea of what PoL is supposed to be better than most PoL stuff, I feel there are good, interesting plot seeds there, I think they are working on the backgrounds and stories of the different creatures, while still leaving it open enough so that people can make the planes their own.</p><p></p><p>I kinda hope not, part of the reason I like them is that they're so generic, it's like "dark nasty place of the dead", "slightly creepy nature place", "place of chaos, fire and lightning", "place where gods and concepts live", you can fit several real world cosmologies into that without changing much (hell, you can play V:tM without too much trouble) If they write it up too much, it might get annoying, but then, I'll always have the base stuff.</p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 4001788, member: 57910"] That's entirely possible. I made this assumption because many (all?) of the major 4e designers not only aren't interested in the Planescape stuff, but actively don't like it (despite knowing even less than me, which isn't that much). I made the assumption that this was part of the problem with the 3.x stuff, but you're right, the writing style did have a lot to do with it, I haven't read it in a while, but a lack of "how to make this interesting in your campaign" seems consistent with what I remember, which would be a serious problem, since that's what fluff should be for. I am tangently aware that the Wheel existed before planescape, but I have no idea what it was like, or what the quality was. I would completely agree, except I would exchange "encounters" for "adventures", and I completely think it's a good thing, it's a generic background, I feel it fits the idea of what PoL is supposed to be better than most PoL stuff, I feel there are good, interesting plot seeds there, I think they are working on the backgrounds and stories of the different creatures, while still leaving it open enough so that people can make the planes their own. I kinda hope not, part of the reason I like them is that they're so generic, it's like "dark nasty place of the dead", "slightly creepy nature place", "place of chaos, fire and lightning", "place where gods and concepts live", you can fit several real world cosmologies into that without changing much (hell, you can play V:tM without too much trouble) If they write it up too much, it might get annoying, but then, I'll always have the base stuff. [/QUOTE]
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