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General Tabletop Discussion
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Two New Settings For D&D This Year
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<blockquote data-quote="Mouseferatu" data-source="post: 7749713" data-attributes="member: 1288"><p>See, to me? That's a flaw with the design of other settings, not with Dark Sun. No, I don't think <em>all</em> settings should break some of the game's assumptions, but I do think many should. I <em>like</em> that sort of thing. I like creators putting theme, mood, and aesthetic ahead of rules.</p><p></p><p>It's one of several reasons that the upcoming <em>Lost Citadel</em> setting cuts and replaces about half the core classes: Because that was the only way to make the assumptions of the setting logically cohere.</p><p></p><p>(I don't <em>think</em> I've just spoiled something that hasn't been revealed, but if so, consider that a special sneak glimpse. <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><p></p><p></p><p></p><p>And while I can't speak for myself--I haven't read through PT in detail, let alone played it--I have seen a <em>lot</em> of complaints, from people who otherwise like the setting, that the mechanics don't support the flavor or the theme, in terms of it being low-magic. I would bet that, were you to take a statistically solid survey, you'd find at least a significant minority who would have preferred more mechanical differentiation from the core.</p><p></p><p>I mean, you and I have had this discussion before. I know I'm not going to convince you, any more than you're going to convince me. But I still wanted to point out that what you see as a bug, many of us see as a primary feature.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 7749713, member: 1288"] See, to me? That's a flaw with the design of other settings, not with Dark Sun. No, I don't think [I]all[/I] settings should break some of the game's assumptions, but I do think many should. I [I]like[/I] that sort of thing. I like creators putting theme, mood, and aesthetic ahead of rules. It's one of several reasons that the upcoming [I]Lost Citadel[/I] setting cuts and replaces about half the core classes: Because that was the only way to make the assumptions of the setting logically cohere. (I don't [I]think[/I] I've just spoiled something that hasn't been revealed, but if so, consider that a special sneak glimpse. ;) ) And while I can't speak for myself--I haven't read through PT in detail, let alone played it--I have seen a [I]lot[/I] of complaints, from people who otherwise like the setting, that the mechanics don't support the flavor or the theme, in terms of it being low-magic. I would bet that, were you to take a statistically solid survey, you'd find at least a significant minority who would have preferred more mechanical differentiation from the core. I mean, you and I have had this discussion before. I know I'm not going to convince you, any more than you're going to convince me. But I still wanted to point out that what you see as a bug, many of us see as a primary feature. [/QUOTE]
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