Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Updated Settings: Advance or Reimagine?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Keldryn" data-source="post: 4869331" data-attributes="member: 11999"><p>My vote goes to re-imagining, every time. It doesn't have to be a dramatic reboot and re-imagination, but I firmly hold to the school of thought that the timelines of campaign settings should be driven by the players and DM of individual campaigns, not by novels and official products.</p><p></p><p>The 3e Forgotten Realms Campaign Setting book is a good example of a non-dramatic re-imagining. Halflings always wore shoes; there was no made-up event where a magical catastrophe caused the foot hairs of all halflings on Faerun to fall out and the soles of their feet to become very tender. Some "mages" and "magic-users" in 1e and 2e are Wizards while others are Sorcerers. Clerics of specific deities had different spells available, brand-new domain powers, and different weapons restrictions than in 1e or 2e, but it was always this way according to the 3e Realms. They did advance the timeline a bit, but that was likely to account for events of the novels than to justify why some elements of the game had changed. There were a couple of references to events like the Thunder Blessing (I think that's what it was called) that explained why dwarf wizards and sorcerers have become more common, which I thought was unnecessary, but nothing terribly obtrusive. </p><p></p><p>Compare that to clerics' abilities being more representative of their gods' areas of influence because three gods stole some divine tablets, got caught, got all of the gods demoted to mortal beings by the even more powerful god who was invented for this sole purpose, then through the actions of mortals who became gods themselves the gods were re-instated but as a reminder their power is more directly influenced by the devotion of their followers.</p><p></p><p>When a campaign setting is supported by a long-running line of novels, then I can see why a re-imagining might not make sense from a business perspective. On the other hand, comic book series seem to do re-boots somewhat regularly, and old movies and TV shows are successfully re-imagined a decade or so later. I am very glad that WotC decided from the start that Eberron's timeline (in the game setting) would not be affected by events in the novels.</p><p></p><p>I do think that the game settings need to be differentiated from each other in part by what they add to or subtract from the core rules. In the case of the Forgotten Realms, as essentially the flagship D&D setting I think that it does need to accommodate virtually all of the player choices that exist in the core rules. Given how the setting has grown over the past 20 years and what it already incorporates, something has to be a lot more "out there" than Dragonborn to not fit into the world.</p><p></p><p>The tone of Dragonlance was probably defined more by the D&D conventions that it excluded than by what it added. However, like the Forgotten Realms, Mystara, and Greyhawk, I do think that much of what defined the setting and really made it stand out has been lost or muddied by years of a large number of authors writing a large number of products.</p><p></p><p>I very much like the idea of starting each setting with a clean slate for each new edition of the game. Go back to the original concept (the baseline, so to speak, the Grey Box FR, the original Dark Sun set, the Dragonlance Chronicles, etc) and identify the major themes of the setting and what makes it unique. Look at how new game elements can be added without undermining these core elements. A good example would be how the eladrin were added to Eberron; it fits in well with the world's themes and adds some very cool flavour and plot hooks. If races such as the dragonborn and tieflings don't fit into a world, then don't try to force them in. However, most D&D settings have enough fantastic elements that dragon-men and devil-touched humanoids are hardly a stretch. Dark Sun is one of the few D&D worlds where I think they would be very much out of place. </p><p></p><p>After examining how new elements of the core rules fit into the setting, look at supplemental materials produced for the last edition, pick out the best parts that really worked, and discard the redundant ones or the ideas that in hindsight didn't work all that well or changed the tone too much. Incorporate these ideas as part of the setting's history or as hooks for potential future adventures (as appropriate).</p><p></p><p>I would guess that when a new edition is released, more groups start a new campaign than try to convert an existing campaign literally. I have absolutely no data to back that up, it's just the sense that I get, and it reflects my personal experience. When I'm starting a new campaign, I really don't need to know why something that worked a certain way in game rules published 10 years ago works differently now; there is no reason not to assume that it was always this way.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 4869331, member: 11999"] My vote goes to re-imagining, every time. It doesn't have to be a dramatic reboot and re-imagination, but I firmly hold to the school of thought that the timelines of campaign settings should be driven by the players and DM of individual campaigns, not by novels and official products. The 3e Forgotten Realms Campaign Setting book is a good example of a non-dramatic re-imagining. Halflings always wore shoes; there was no made-up event where a magical catastrophe caused the foot hairs of all halflings on Faerun to fall out and the soles of their feet to become very tender. Some "mages" and "magic-users" in 1e and 2e are Wizards while others are Sorcerers. Clerics of specific deities had different spells available, brand-new domain powers, and different weapons restrictions than in 1e or 2e, but it was always this way according to the 3e Realms. They did advance the timeline a bit, but that was likely to account for events of the novels than to justify why some elements of the game had changed. There were a couple of references to events like the Thunder Blessing (I think that's what it was called) that explained why dwarf wizards and sorcerers have become more common, which I thought was unnecessary, but nothing terribly obtrusive. Compare that to clerics' abilities being more representative of their gods' areas of influence because three gods stole some divine tablets, got caught, got all of the gods demoted to mortal beings by the even more powerful god who was invented for this sole purpose, then through the actions of mortals who became gods themselves the gods were re-instated but as a reminder their power is more directly influenced by the devotion of their followers. When a campaign setting is supported by a long-running line of novels, then I can see why a re-imagining might not make sense from a business perspective. On the other hand, comic book series seem to do re-boots somewhat regularly, and old movies and TV shows are successfully re-imagined a decade or so later. I am very glad that WotC decided from the start that Eberron's timeline (in the game setting) would not be affected by events in the novels. I do think that the game settings need to be differentiated from each other in part by what they add to or subtract from the core rules. In the case of the Forgotten Realms, as essentially the flagship D&D setting I think that it does need to accommodate virtually all of the player choices that exist in the core rules. Given how the setting has grown over the past 20 years and what it already incorporates, something has to be a lot more "out there" than Dragonborn to not fit into the world. The tone of Dragonlance was probably defined more by the D&D conventions that it excluded than by what it added. However, like the Forgotten Realms, Mystara, and Greyhawk, I do think that much of what defined the setting and really made it stand out has been lost or muddied by years of a large number of authors writing a large number of products. I very much like the idea of starting each setting with a clean slate for each new edition of the game. Go back to the original concept (the baseline, so to speak, the Grey Box FR, the original Dark Sun set, the Dragonlance Chronicles, etc) and identify the major themes of the setting and what makes it unique. Look at how new game elements can be added without undermining these core elements. A good example would be how the eladrin were added to Eberron; it fits in well with the world's themes and adds some very cool flavour and plot hooks. If races such as the dragonborn and tieflings don't fit into a world, then don't try to force them in. However, most D&D settings have enough fantastic elements that dragon-men and devil-touched humanoids are hardly a stretch. Dark Sun is one of the few D&D worlds where I think they would be very much out of place. After examining how new elements of the core rules fit into the setting, look at supplemental materials produced for the last edition, pick out the best parts that really worked, and discard the redundant ones or the ideas that in hindsight didn't work all that well or changed the tone too much. Incorporate these ideas as part of the setting's history or as hooks for potential future adventures (as appropriate). I would guess that when a new edition is released, more groups start a new campaign than try to convert an existing campaign literally. I have absolutely no data to back that up, it's just the sense that I get, and it reflects my personal experience. When I'm starting a new campaign, I really don't need to know why something that worked a certain way in game rules published 10 years ago works differently now; there is no reason not to assume that it was always this way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Updated Settings: Advance or Reimagine?
Top