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Two New Settings For D&D This Year
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<blockquote data-quote="R_Chance" data-source="post: 7749399" data-attributes="member: 55149"><p>Sorry to tell you; there were always assumptions built into D&D. There were fewer of them in the beginning. I've played since 1974 and my campaign setting started a couple of years before that as an excuse for fantasy battles using the Chainmail fantasy appendix. We were tired of point buy armies and didn't want to redo battles from fiction, so I built a war game campaign setting to generate battles for us. Campaigns were popular for anything from medieval to Napoleonic miniatures. When D&D came along in 1974 it was natural to port it into the setting I had built for Chainmail fantasy miniatures. Anyway, "baked in" flavor included Tolkien inspired Hobbits, Orcs and Goblins, Trolls from Poul Anderson, Law and Chaos from Michael Moorcock and so on. It wasn't always specifically mentioned, but it was obvious to us. And those books were d@mned thin. Space for every word was precious <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The only thing about the early game that required creativity and "home brewing" was the large gaps in the rules. So we built the settings we wanted (but pretty much everybody had Hobbitts, Orcs, Trolls, and so on). Some people created based on whole cloth, others borrowed heavily from history and others from mythology and various fantasy books. Mostly a bit of "all of the above". You still can walk that path. The "filler" in the newer edition probably makes it more difficult, but if you like the system and want to change / add / subtract elements you have to do the spade work. I was in high school when I started with a fascination for fantasy (and science fiction), mythology and history. I've added 4 college degrees since then and never stopped reading <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It's all added into my game. It will continue to do so. It's work, but it's still fun. And my setting rules; not the rules. I've home brewed and bent the rules to fit my setting with each edition, and, occasionally, bent my setting a bit when I liked what the rules offered. </p><p></p><p></p><p></p><p></p><p>See the above <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It always required some "opt in", if nothing else in choosing to use the rules.</p><p></p><p>So, craft the world you want. Be prepared for it to take time (a lot of it), and be prepared for it to be a permanent work in progress. I'd say it is worth it.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7749399, member: 55149"] Sorry to tell you; there were always assumptions built into D&D. There were fewer of them in the beginning. I've played since 1974 and my campaign setting started a couple of years before that as an excuse for fantasy battles using the Chainmail fantasy appendix. We were tired of point buy armies and didn't want to redo battles from fiction, so I built a war game campaign setting to generate battles for us. Campaigns were popular for anything from medieval to Napoleonic miniatures. When D&D came along in 1974 it was natural to port it into the setting I had built for Chainmail fantasy miniatures. Anyway, "baked in" flavor included Tolkien inspired Hobbits, Orcs and Goblins, Trolls from Poul Anderson, Law and Chaos from Michael Moorcock and so on. It wasn't always specifically mentioned, but it was obvious to us. And those books were d@mned thin. Space for every word was precious :) The only thing about the early game that required creativity and "home brewing" was the large gaps in the rules. So we built the settings we wanted (but pretty much everybody had Hobbitts, Orcs, Trolls, and so on). Some people created based on whole cloth, others borrowed heavily from history and others from mythology and various fantasy books. Mostly a bit of "all of the above". You still can walk that path. The "filler" in the newer edition probably makes it more difficult, but if you like the system and want to change / add / subtract elements you have to do the spade work. I was in high school when I started with a fascination for fantasy (and science fiction), mythology and history. I've added 4 college degrees since then and never stopped reading :) It's all added into my game. It will continue to do so. It's work, but it's still fun. And my setting rules; not the rules. I've home brewed and bent the rules to fit my setting with each edition, and, occasionally, bent my setting a bit when I liked what the rules offered. See the above :) It always required some "opt in", if nothing else in choosing to use the rules. So, craft the world you want. Be prepared for it to take time (a lot of it), and be prepared for it to be a permanent work in progress. I'd say it is worth it. [/QUOTE]
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