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The New Forgotten Realms - (About) A Year Later
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<blockquote data-quote="I'm A Banana" data-source="post: 4910909" data-attributes="member: 2067"><p>I think that it could have been done with a lighter touch that would've kept purists happy, though.</p><p></p><p>A broad overview, and advice to "fill in the gaps yourself," and a note that "every FR game is unique" might go a long way toward accomplishing that goal, without needing to totally invalidate those who do enjoy the muckety-muck of detail.</p><p></p><p>In a lot of ways, this is how I see Planescape 4e: the core books have given a broad overview, none of which has specifically <em>invalidated</em> anything that has come before, and leaves room for it to happen, without giving details about it, so that someone can still come in and do whatever they want with it. </p><p></p><p>I happen to dig a lot of the old 2e Planescape material, so my Planescape 4e is going to look a lot like Planescape 2e. But someone who is new to the game using Sigil for the first time might not, say, bother with the Factions, and that should be totally OK for their own game, and if I'm playing in that game, I have no right to say "But the Doomguard only controls the Armory before the Faction War! And the Sensates don't <em>really</em> believe that! And the Athar would probably be involved <em>here</em>."</p><p></p><p>Fluff-lawyering is the same monster as rules-lawyering and it's equally as useless in running a solid game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4910909, member: 2067"] I think that it could have been done with a lighter touch that would've kept purists happy, though. A broad overview, and advice to "fill in the gaps yourself," and a note that "every FR game is unique" might go a long way toward accomplishing that goal, without needing to totally invalidate those who do enjoy the muckety-muck of detail. In a lot of ways, this is how I see Planescape 4e: the core books have given a broad overview, none of which has specifically [I]invalidated[/I] anything that has come before, and leaves room for it to happen, without giving details about it, so that someone can still come in and do whatever they want with it. I happen to dig a lot of the old 2e Planescape material, so my Planescape 4e is going to look a lot like Planescape 2e. But someone who is new to the game using Sigil for the first time might not, say, bother with the Factions, and that should be totally OK for their own game, and if I'm playing in that game, I have no right to say "But the Doomguard only controls the Armory before the Faction War! And the Sensates don't [I]really[/I] believe that! And the Athar would probably be involved [I]here[/I]." Fluff-lawyering is the same monster as rules-lawyering and it's equally as useless in running a solid game. ;) [/QUOTE]
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