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<blockquote data-quote="Joe Sala" data-source="post: 4250902" data-attributes="member: 55134"><p>First of all, I posted my first message here when I actually saw the books. So I had no preconceptions, nor I participated in endless discussions about rumors. I just say that I was a bit disappointed with what I saw.</p><p></p><p>In my opinion, the core books emphasize too much one kind of adventure, forgetting many other options, and you can notice it from the text and the pictures. If 95% of the powers (I don't say it's the right amount) are combat-oriented, then you are leading the readers to play in a certain way.</p><p></p><p>The DMG says it clearly: "The rules and story elements in the D&D game are built around a set of core assumptions about the world" (it's ancient; monsters are everywhere; magic is natural; civilized races band together). Other options are briefly discussed, but the whole text pushes you in a certain direction.</p><p></p><p>I read once a core book (I don't remember which one!) where 10 pages or so where a discussion about the fantasy genre, its sub-genres (urban, high fantasy, gritty fantasy...), the type of histories you could play and many literary references.</p><p></p><p>If I buy three expensive books, I want to be aple to play Freeport, Midnight, Dark Sun, Conan and Perdido Street Station. But D&D4 just offers me The Malazan Book of the Fallen.</p></blockquote><p></p>
[QUOTE="Joe Sala, post: 4250902, member: 55134"] First of all, I posted my first message here when I actually saw the books. So I had no preconceptions, nor I participated in endless discussions about rumors. I just say that I was a bit disappointed with what I saw. In my opinion, the core books emphasize too much one kind of adventure, forgetting many other options, and you can notice it from the text and the pictures. If 95% of the powers (I don't say it's the right amount) are combat-oriented, then you are leading the readers to play in a certain way. The DMG says it clearly: "The rules and story elements in the D&D game are built around a set of core assumptions about the world" (it's ancient; monsters are everywhere; magic is natural; civilized races band together). Other options are briefly discussed, but the whole text pushes you in a certain direction. I read once a core book (I don't remember which one!) where 10 pages or so where a discussion about the fantasy genre, its sub-genres (urban, high fantasy, gritty fantasy...), the type of histories you could play and many literary references. If I buy three expensive books, I want to be aple to play Freeport, Midnight, Dark Sun, Conan and Perdido Street Station. But D&D4 just offers me The Malazan Book of the Fallen. [/QUOTE]
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