What 4e Fluff do you Like?

I really like 4E's cosmology, the Dawn war and all of that. It is a setting rife with adventures, and a bit of a "armageddon on hold" vibe that really suits me in a game. For once in D&D I also feel I know where the world really came from, and can see several places where it could potentially go to. Of course, I always had that in my games, but did not feel that in the products.
 

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I was really impressed with the mirror planes (Shadowfell and Feywild) and the well-explained intention that as heroes progress through the tiers they are expected to venture further afield among the planes.

I really like what 4e did with Demons and Devils. I also like the Tiefling and Dragonborn backstories.

I think the Nentir Vale is a great beginning point for DMs to develop their own sandbox games (I guess that might not be totally "fluff" but ...).

The backstory of the war between the Gods and Primordials was cool and I like how some of the implications of that conflict extend into the present day campaign world (the kingdoms of the Fomorians and Giants, the interrelationship of Dwarves, Galeb Duhr and Azers, etc.).

I just purchased the two preview books Wizards presents Races & Classes and Wizards presents Worlds and Monsters and I've been extremely impressed with them so far. I honestly think if more of the stuff in these books had been included in the PHB and MM, there would have been much less of a "4e lacks fluff" reaction after the release of the initial books.
 

I just purchased the two preview books Wizards presents Races & Classes and Wizards presents Worlds and Monsters and I've been extremely impressed with them so far. I honestly think if more of the stuff in these books had been included in the PHB and MM, there would have been much less of a "4e lacks fluff" reaction after the release of the initial books.

This x2.

Honestly, I can't *believe* they haven't posted the entire contents of those books into DDI at this point. They have so much flavor that you could easily write an entire campaign using them alone.

Overall, I love 4e's fluff---and just about every Dragon article increases my appreciation.

1. I think my favorite thing is Bael-Turath. The tantalizing hints I've seen of the Hell-Chained Empire have given me dozens of campaign ideas.

2. Primordials make great 'slumbering, world-shattering evils'.

3. The cosmology is not just flavorful---but actually *playable*. We were traveling to different planes at 5th level!

4. The Raven Queen is the *first* D&D god of death that I found remotely interesting. The afterlife has a very classic/ancient feel---your shade sits in shadows, awaiting oblivion (unless some god decides to intervene)

5. No more racial gods. An elf may pray to Moradin while carving a lute, and a dwarf may pray to Corellon while playing it.

6. Devils and Demons are much more distinctive. Hell as an Astral prison planet is really fun, but the Abyss as the spreading cancer of [He Who Must Not Be Named] is brilliant.

7. Angels and dragons are finally individuals whose goals are unpredictable.
 

Most of the stuff that isn't in a power, adventure, or monster description is pretty kick-butt stuff.

I would have Underdark's babies, if it asked me.

The idea of the formation of the Abyss is quite nice.

The Dawn War has a cool moral ambiguity.

I'm liking the cosmology better, as a whole. And I'm a big Planescape nerd, so you know there's something there. ;)

Some of the classes are a little "oh, we needed a random justification for some mechanical trick we thought up!" (Seeker! Battlemind! :hmm:). The Far Realm/Psionics thing leaves me a little dry, but I do find it a good match. I just like my Far Realm a bit more Lovecraftian: it doesn't care about the cosmology. It behaves according to its own alien rules, and sometimes that sucks for the mortal things in its way, because they will be crushed. I'm not a fan of my Far Realm being actively invasive or anything. But the core "madness vs. stability" thing is clever, and very nice.

I even like the fluff behind some of the narmingly named things, like Shardminds. Reading their race, I found them kind of interesting, and I liked the "mental construct" thing differentiating them from the physical Warforged. Their name makes me want to stab things, but their fluff calms me down.

KILLOREN (not Wilden) don't suit me quite as well, but they do seem all "We invented a reason for this race we wanted to put in."

It can be a bit of a mixed bag, and unfortunately the dumb stuff stands out very prominently, but by an large, it's good stuff.

I think I have some misgivings about its flexibility, in light of that, but that's a trade-off. You can't have both significant fluff AND high flexibility. I'm kind of OK with the thrust of it being "interesting fluff." That gives me a reason to use the mechanics, and part of the fun I have as a DM is filing the serial numbers off of things and using them in new ways, which isn't as fun with generic things.
 

The cosmology is unbelievably good. The war between the Primordials and the Gods just works for me, and it comes through the subsequent books - and it's just getting better. We keep on getting new facets to the origin story and how its affected everything since.

The books are getting more readable as well. Underdark worked for me far better than any book during the 3e era.

Cheers!


I like the cosmology very much....except for my inability to place the Far Realm somewhere in it. Is it a plane? Is it a different dimension? Does it surround the universe like a shroud (i.e. you can find yourself there if you stray too far from the light)? Does it have its own analogues of the natural world/feywild/shadowfell/astral sea/elemental chaos? Argh. ;)
 






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