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[+] What does Wildemount do that Forgotten Realms doesn't?
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<blockquote data-quote="jgsugden" data-source="post: 7976525" data-attributes="member: 2629"><p>It is a modern take on a FR type setting.</p><p></p><p>I don't mean they use technology (the Realms and Exandria (the world in which Wildemount exists) are similar in that respect). I mean that Mercer toakes a bit more of a modern approach to looking at social connections in his world. There is less of an "ugly = evil" approach to humanoids (although some is still there), more complexity in the social interactions between 'civilized' nations and there are rules/setting elements to encourage people to try playing a character less like themselves. </p><p></p><p>Reasons I am happy I bought EGtW?</p><p></p><ul> <li data-xf-list-type="ul">I'm a Critter and enjoy learning more of the lore of his world.</li> <li data-xf-list-type="ul">I like the new crunch and will use that in all of my homebrew game world. In my setting, the intellectual property relating to spells is a big thing. Groups of wizards that work together usually have a connecting theme. Dunamancy is going to be one of those things now. The Echo Knight mechanics and Hollow One mechanics also fit perfectly with story elements that have not been explored in 5E.</li> <li data-xf-list-type="ul">Coincidentally, I had recently pulled out all my old materials for a campaign setting I built in my teen years. Some of the elements were great. Others, like my homebrew Deities, were not well received. I had replaced them with the Dawn War and Greyhawk Pantheons (recombined) a month before the release of Wildemount and stole a lot of inspiration from the book as I tweaked the overlapping beings.</li> <li data-xf-list-type="ul">I also took some inspiration from the book and tweaked my concept of Demi-Gods to match the book's concept of Lesser Idols.</li> </ul><p></p><p>In short - I prefer homebrew to rying to run someone else's world - but I love stealing from quality source material. When it comes to that, I've got Expertise in Sleight of Hand and Gloves of Thievery on my little rogue fingers.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7976525, member: 2629"] It is a modern take on a FR type setting. I don't mean they use technology (the Realms and Exandria (the world in which Wildemount exists) are similar in that respect). I mean that Mercer toakes a bit more of a modern approach to looking at social connections in his world. There is less of an "ugly = evil" approach to humanoids (although some is still there), more complexity in the social interactions between 'civilized' nations and there are rules/setting elements to encourage people to try playing a character less like themselves. Reasons I am happy I bought EGtW? [LIST] [*]I'm a Critter and enjoy learning more of the lore of his world. [*]I like the new crunch and will use that in all of my homebrew game world. In my setting, the intellectual property relating to spells is a big thing. Groups of wizards that work together usually have a connecting theme. Dunamancy is going to be one of those things now. The Echo Knight mechanics and Hollow One mechanics also fit perfectly with story elements that have not been explored in 5E. [*]Coincidentally, I had recently pulled out all my old materials for a campaign setting I built in my teen years. Some of the elements were great. Others, like my homebrew Deities, were not well received. I had replaced them with the Dawn War and Greyhawk Pantheons (recombined) a month before the release of Wildemount and stole a lot of inspiration from the book as I tweaked the overlapping beings. [*]I also took some inspiration from the book and tweaked my concept of Demi-Gods to match the book's concept of Lesser Idols. [/LIST] In short - I prefer homebrew to rying to run someone else's world - but I love stealing from quality source material. When it comes to that, I've got Expertise in Sleight of Hand and Gloves of Thievery on my little rogue fingers. [/QUOTE]
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[+] What does Wildemount do that Forgotten Realms doesn't?
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