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*Dungeons & Dragons
The Un-Setting: the Default Core World in 5e
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<blockquote data-quote="Sunseeker" data-source="post: 5841057"><p>I agree and disagree. The DMG should give pointers on how to create a good, interactive game with a homebrew or pre-printed campaign/adventure. However, more complex rules on world creation I think would be better suited to their own guide. </p><p></p><p>I agree that I do not want to see 5e be very heavily invested in a specific setting, I want the majority(at least in core) of monsters, races, powers and feats to be setting-neutral. I do however want to see 5e develop a "primary" setting upon which they focus their efforts on growing and developing, perhaps develop a new setting every year or so and rinse and repeat.</p><p></p><p>In any case, world-building is great, but it's a really, really hard task to do well, and I don't think it should be the default for every game. Every DM should be encouraged to go their own way, be it putting their own spin on pre-printed material or creating their own world, but I feel that if a DM and group doesn't want to run a homebrew campaign, they shouldn't have to. But again, I feel that in-depth world-creation guidelines(there is NO way I want to see "rules" on this subject) would, to be in any way useful, have to be incredibly intensive and ideally presented in their own book.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5841057"] I agree and disagree. The DMG should give pointers on how to create a good, interactive game with a homebrew or pre-printed campaign/adventure. However, more complex rules on world creation I think would be better suited to their own guide. I agree that I do not want to see 5e be very heavily invested in a specific setting, I want the majority(at least in core) of monsters, races, powers and feats to be setting-neutral. I do however want to see 5e develop a "primary" setting upon which they focus their efforts on growing and developing, perhaps develop a new setting every year or so and rinse and repeat. In any case, world-building is great, but it's a really, really hard task to do well, and I don't think it should be the default for every game. Every DM should be encouraged to go their own way, be it putting their own spin on pre-printed material or creating their own world, but I feel that if a DM and group doesn't want to run a homebrew campaign, they shouldn't have to. But again, I feel that in-depth world-creation guidelines(there is NO way I want to see "rules" on this subject) would, to be in any way useful, have to be incredibly intensive and ideally presented in their own book. [/QUOTE]
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The Un-Setting: the Default Core World in 5e
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