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What I want: 17 books or book series (and two boxes) for a Third Golden Age
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<blockquote data-quote="prosfilaes" data-source="post: 6371018" data-attributes="member: 40166"><p>I express disdain and incredulity at the suggestion that DMs should spend time create half-assed worlds when what's there is better and saves the DM time to worry about other parts of the game. I could express the same pity that you actually play D&D instead of making up rules for what you need on the fly. </p><p></p><p></p><p></p><p>No, I don't. I don't know what medieval fantasy is, but I'm hard pressed to recall a truly medieval fantasy world for D&D. Generic as in Forgotten Realms, Greyhawk, Golarion, Harn, and Dragonlance.</p><p></p><p></p><p></p><p>So in other words, you aren't the market for the products you demand. Frankly, that's an awful collection; virtually nothing there strongly backs up the 5e Basic Rules. You mentioned pushing someone to buy 60+ books for Forgotten Realms, but instead of what you bought, you could have bought a main campaign setting and a close look at one area and its surroundings.</p><p></p><p></p><p></p><p>Why? I could knock out a small town like Sandpoint in 15 minutes. Maybe I'd steal the map, but just copying it wholescale separate from the rest of the universe seems incredibly derivative without the advantages of that derivativeness. </p><p></p><p> </p><p></p><p>And instead of ending up with a coherent world, you end up with a mess; what are gnomes like? why do we have completely redundant gods? why did we travel west to fight the orc invasion when west is Glantri?</p><p></p><p></p><p></p><p>The World Builder's Guide comes to mind; it's a shame it wasn't released in PDF. It's an ambitious goal, that really needs to be a goal in and of itself; it's unlikely to be worth in-game the effort it took to make it out of game.</p><p></p><p></p><p></p><p>No. Just no. It has all the disadvantages of playing with a DM whose wild ideas have exceeded his ability to make them concrete and playable, without the advantages of the DM actually having some vision. Taking a DM who doesn't know what he wants to play and handing him "a gothic horror theme, with a Roman Empire-style civilization, where gnomes are the primary race" is a sick joke that nobody who has to play with him is going to take seriously.</p><p></p><p></p><p></p><p>Okay. I don't think it profits players or WotC to encourage this too much.</p><p></p><p></p><p></p><p>So you're taking a story centered around a certain set of gods, around a certain history, and think you can wave your hand and substitute a whole new set of gods and new history, it won't seem weird at all? How do you adapt an adventure path that depends on nobody getting spells from the gods for 300 years to Faerun anyway? </p><p></p><p> </p><p></p><p>That's a heck of a strawman. You're welcome to invent whatever world you want, and drop whatever adventures in you want. But worldbuilding is more then just tossing a bunch of disparate parts together.</p><p></p><p>I don't think that hacking together preexisting pieces makes a more fun world for players and DM then playing in a world that is in some sense a coherent whole. I'm pretty sure history backs me up in saying that the time and effort spent building a generic D&D world does not pay back at the table, though it may be fun as a thing in and of itself.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 6371018, member: 40166"] I express disdain and incredulity at the suggestion that DMs should spend time create half-assed worlds when what's there is better and saves the DM time to worry about other parts of the game. I could express the same pity that you actually play D&D instead of making up rules for what you need on the fly. No, I don't. I don't know what medieval fantasy is, but I'm hard pressed to recall a truly medieval fantasy world for D&D. Generic as in Forgotten Realms, Greyhawk, Golarion, Harn, and Dragonlance. So in other words, you aren't the market for the products you demand. Frankly, that's an awful collection; virtually nothing there strongly backs up the 5e Basic Rules. You mentioned pushing someone to buy 60+ books for Forgotten Realms, but instead of what you bought, you could have bought a main campaign setting and a close look at one area and its surroundings. Why? I could knock out a small town like Sandpoint in 15 minutes. Maybe I'd steal the map, but just copying it wholescale separate from the rest of the universe seems incredibly derivative without the advantages of that derivativeness. And instead of ending up with a coherent world, you end up with a mess; what are gnomes like? why do we have completely redundant gods? why did we travel west to fight the orc invasion when west is Glantri? The World Builder's Guide comes to mind; it's a shame it wasn't released in PDF. It's an ambitious goal, that really needs to be a goal in and of itself; it's unlikely to be worth in-game the effort it took to make it out of game. No. Just no. It has all the disadvantages of playing with a DM whose wild ideas have exceeded his ability to make them concrete and playable, without the advantages of the DM actually having some vision. Taking a DM who doesn't know what he wants to play and handing him "a gothic horror theme, with a Roman Empire-style civilization, where gnomes are the primary race" is a sick joke that nobody who has to play with him is going to take seriously. Okay. I don't think it profits players or WotC to encourage this too much. So you're taking a story centered around a certain set of gods, around a certain history, and think you can wave your hand and substitute a whole new set of gods and new history, it won't seem weird at all? How do you adapt an adventure path that depends on nobody getting spells from the gods for 300 years to Faerun anyway? That's a heck of a strawman. You're welcome to invent whatever world you want, and drop whatever adventures in you want. But worldbuilding is more then just tossing a bunch of disparate parts together. I don't think that hacking together preexisting pieces makes a more fun world for players and DM then playing in a world that is in some sense a coherent whole. I'm pretty sure history backs me up in saying that the time and effort spent building a generic D&D world does not pay back at the table, though it may be fun as a thing in and of itself. [/QUOTE]
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