Yaarel
🇮🇱He-Mage
I can get on board with many of the calls in the original post, especially for core rules to be simple, robust, and setting-neutral.
Move complexity over to specific settings.
The part of D&D that I value is world-building.
It is useful to have a hub that can inform diverse settings.
The only call I object to is for forcing all players to accept all settings. You cant have a setting for a light romantic comedy while far realms is invading. It is important to keep separate settings separate.
Obviously, some players want to hop back-and-forth between Forgotten Realms and Gamma World, for example. However the decision to bridge these two settings creates a new setting that is unlike either setting alone.
Not everyone who plays Forgotten Realms wants Gamma mutants and lasers. There is no need to force players to included unwanted settings.
Let players play in a setting of their choosing.
Move complexity over to specific settings.
The part of D&D that I value is world-building.
It is useful to have a hub that can inform diverse settings.
The only call I object to is for forcing all players to accept all settings. You cant have a setting for a light romantic comedy while far realms is invading. It is important to keep separate settings separate.
Obviously, some players want to hop back-and-forth between Forgotten Realms and Gamma World, for example. However the decision to bridge these two settings creates a new setting that is unlike either setting alone.
Not everyone who plays Forgotten Realms wants Gamma mutants and lasers. There is no need to force players to included unwanted settings.
Let players play in a setting of their choosing.