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Titansgrave and why 5E needs a setting (or two) (and another take on a suggested product lineup)
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<blockquote data-quote="Yaarel" data-source="post: 6646807" data-attributes="member: 58172"><p>The 5e DMG is an unsatisfactory solution to the intrusiveness and ubiquity of setting assumptions.</p><p></p><p>To rub salt in a 5e wound, even the section that is supposed to describe some alternatives to gods inside a Great Wheel *STILL* tries to talk the DM into having gods. For me that was the last straw for my hope in 5e. It was like the book 1984, where the alternative to the ‘system’ was itself a part of the problem.</p><p></p><p>Now psionics (which I love) seems to be in the 5e radar. If 5e publishes future psionics products - whose rules are easy to use in settings of my choosing, thus allowing me to replace the 5e core rule books - I will be interested in these psionics books.</p><p></p><p></p><p></p><p>On this point, I generally agree. Greyhawk is the setting that first promoted the Great Wheel.</p><p></p><p></p><p>The Great Wheel, whether in the shape of a square, a circle, a tree, or orbiting dimensions, is the same unwanted and clingy cosmology.</p><p></p><p>In Advanced D&D (1e and 2e), all settings are strictly optional rules or entirely separate splatbooks. The rules themselves offered numerous suggestions to inspire the players, and actually required the players to invent their own personal setting to even make sense of the game. If there was a monster in the Monster Manual that seemed cool, then it existed in the setting. And if there was one that lacked appeal, then it simply never existed. The existence of rayguns or Lolth were equally likely, and depended entirely on whatever setting the players decided on. The Advanced rules were open and neutral - and often conflictive in a kind of stream of consciousness of neat ideas. There is no such thing as a ‘canon’. </p><p></p><p>The Greyhawk setting is probably the first prominent setting to feature the Great Wheel. The premise of this setting was to try reconcile each and every flavor that was thrown as a possible flavor in any official TSR product. The setting was largely a thought experiment to see if it was even possible to harmonize the myriad random suggestions. In its day, the feel of a comprehensive setting product was radical departure from the feel of the D&D 1e experience. Of course, in AD&D, Greyhawk was still a splatbook without any authority, and in the same category of any other setting, whether Dark Sun or Birthright. The assumption of early D&D is always, the players invent their own setting.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 6646807, member: 58172"] The 5e DMG is an unsatisfactory solution to the intrusiveness and ubiquity of setting assumptions. To rub salt in a 5e wound, even the section that is supposed to describe some alternatives to gods inside a Great Wheel *STILL* tries to talk the DM into having gods. For me that was the last straw for my hope in 5e. It was like the book 1984, where the alternative to the ‘system’ was itself a part of the problem. Now psionics (which I love) seems to be in the 5e radar. If 5e publishes future psionics products - whose rules are easy to use in settings of my choosing, thus allowing me to replace the 5e core rule books - I will be interested in these psionics books. On this point, I generally agree. Greyhawk is the setting that first promoted the Great Wheel. The Great Wheel, whether in the shape of a square, a circle, a tree, or orbiting dimensions, is the same unwanted and clingy cosmology. In Advanced D&D (1e and 2e), all settings are strictly optional rules or entirely separate splatbooks. The rules themselves offered numerous suggestions to inspire the players, and actually required the players to invent their own personal setting to even make sense of the game. If there was a monster in the Monster Manual that seemed cool, then it existed in the setting. And if there was one that lacked appeal, then it simply never existed. The existence of rayguns or Lolth were equally likely, and depended entirely on whatever setting the players decided on. The Advanced rules were open and neutral - and often conflictive in a kind of stream of consciousness of neat ideas. There is no such thing as a ‘canon’. The Greyhawk setting is probably the first prominent setting to feature the Great Wheel. The premise of this setting was to try reconcile each and every flavor that was thrown as a possible flavor in any official TSR product. The setting was largely a thought experiment to see if it was even possible to harmonize the myriad random suggestions. In its day, the feel of a comprehensive setting product was radical departure from the feel of the D&D 1e experience. Of course, in AD&D, Greyhawk was still a splatbook without any authority, and in the same category of any other setting, whether Dark Sun or Birthright. The assumption of early D&D is always, the players invent their own setting. [/QUOTE]
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