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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="Dungeonosophy" data-source="post: 6371050" data-attributes="member: 6688049"><p>What you say sounds like an either-or. Then you say you might use the map.But taking the map, is part of this method (which you call half-baked)...I'm only taking what I actually own. All I have about Sandpoint is a town map with a few labeled buildings, and like a half-page of info. All I actually own is the Beginner Box. The rest I will entirely make up, as needed. Even though, for all I know, there may all sorts of references to Sandpoint in the Pathfinder campaign setting materials, the rest of Golarion has nothing to do with my world.In this method of world-creation, the building of this world is adventure driven. Nothing exists until an adventure calls for it.Because it blithely and unashamedly stitches together bits and pieces from whatever I own, this method supersedes "collectorism", which is another corporatist influence in D&D culture.Nah, it's all about adventures and dungeoneering. It's adventure-driven, not worldbook-fluff-driven.In regard to my campaign: Who cares what gnomes are like? They're like however they're described in whatever book I own which describes gnomes. Actually, the ruleset I'm using (D&D Basic Rules) don't even have gnomes, so they're not even a PC race in my world yet. So even if they're encounterd in one of the few adventures I own, it's just assumed they're like we know gnomes to be in D&D.In regard to a randomly rolled gnome-dominated world. The gnomes are just like they're described in the PHB--it's just that they're the most common race on the whole planet.The player isn't a cleric, so the gods haven't come up. If or when gods are necessary, the player will be welcome to choose any of the gods from the Basic Rules, but without the Forgotten Realms-specific names. For now, they'd be called "the god of life", the "god of war", and so forth.Glantri paid the orcs a "protection fee" to bypass their country. Glantrians are like that.Coherence can be invented as I go. I mean, the published D&D worlds have used all sorts of zany ret-cons to maintain coherence.I don't think you and I disagree that homebrewing and kitbashing can be good and useful and fun. What we disagree is how central it is, or could be, to D&D culture.All it means at first is that Lost Mines of Phandelver uses the Sanity rules. And that all humans in the adventure are replaced with gnomes, and all gnomes with humans. And that the Sword Coast is called Gladius Oram, and is a frontier region of the Empire. He can handle it.It sounds like you have demanding players.Okay, you think that.The D&D Worlds are weird. It turns out that in the Sword Coast, the Celtic gods are known by different names.In the back of the 5e War of the Lance, there's a localization appendix suggesting that if you run this adventure in an existing campaign, then have a cataclysm happen off screen, disappear the gods, and move your campaign forward 300 years. Your existing characters have died of old age, or died in the cataclysm. But destiny brought their legacy forward, and a new group of heroes who are descendants (blood-wise or spiritually) of that earlier generation have arisen in this crucial moment. The new heroes have exactly the same stats, but a slightly different name. And there's a chart giving challenge level adjustments to make the adventure suitable for higher level characters.I don't want to compare which is more fun. The kitbashed method is what I'm using for my new campaign. All it matters is whether it's fun for me and my gaming group.I share this method and prefer that it would be presented in the DMG as one of four methods for making a campaign and world.It sounds like you're using the word "generic" in another way now. Are only published worlds available from professionalized companies not "generic"?</p></blockquote><p></p>
[QUOTE="Dungeonosophy, post: 6371050, member: 6688049"] What you say sounds like an either-or. Then you say you might use the map.But taking the map, is part of this method (which you call half-baked)...I'm only taking what I actually own. All I have about Sandpoint is a town map with a few labeled buildings, and like a half-page of info. All I actually own is the Beginner Box. The rest I will entirely make up, as needed. Even though, for all I know, there may all sorts of references to Sandpoint in the Pathfinder campaign setting materials, the rest of Golarion has nothing to do with my world.In this method of world-creation, the building of this world is adventure driven. Nothing exists until an adventure calls for it.Because it blithely and unashamedly stitches together bits and pieces from whatever I own, this method supersedes "collectorism", which is another corporatist influence in D&D culture.Nah, it's all about adventures and dungeoneering. It's adventure-driven, not worldbook-fluff-driven.In regard to my campaign: Who cares what gnomes are like? They're like however they're described in whatever book I own which describes gnomes. Actually, the ruleset I'm using (D&D Basic Rules) don't even have gnomes, so they're not even a PC race in my world yet. So even if they're encounterd in one of the few adventures I own, it's just assumed they're like we know gnomes to be in D&D.In regard to a randomly rolled gnome-dominated world. The gnomes are just like they're described in the PHB--it's just that they're the most common race on the whole planet.The player isn't a cleric, so the gods haven't come up. If or when gods are necessary, the player will be welcome to choose any of the gods from the Basic Rules, but without the Forgotten Realms-specific names. For now, they'd be called "the god of life", the "god of war", and so forth.Glantri paid the orcs a "protection fee" to bypass their country. Glantrians are like that.Coherence can be invented as I go. I mean, the published D&D worlds have used all sorts of zany ret-cons to maintain coherence.I don't think you and I disagree that homebrewing and kitbashing can be good and useful and fun. What we disagree is how central it is, or could be, to D&D culture.All it means at first is that Lost Mines of Phandelver uses the Sanity rules. And that all humans in the adventure are replaced with gnomes, and all gnomes with humans. And that the Sword Coast is called Gladius Oram, and is a frontier region of the Empire. He can handle it.It sounds like you have demanding players.Okay, you think that.The D&D Worlds are weird. It turns out that in the Sword Coast, the Celtic gods are known by different names.In the back of the 5e War of the Lance, there's a localization appendix suggesting that if you run this adventure in an existing campaign, then have a cataclysm happen off screen, disappear the gods, and move your campaign forward 300 years. Your existing characters have died of old age, or died in the cataclysm. But destiny brought their legacy forward, and a new group of heroes who are descendants (blood-wise or spiritually) of that earlier generation have arisen in this crucial moment. The new heroes have exactly the same stats, but a slightly different name. And there's a chart giving challenge level adjustments to make the adventure suitable for higher level characters.I don't want to compare which is more fun. The kitbashed method is what I'm using for my new campaign. All it matters is whether it's fun for me and my gaming group.I share this method and prefer that it would be presented in the DMG as one of four methods for making a campaign and world.It sounds like you're using the word "generic" in another way now. Are only published worlds available from professionalized companies not "generic"? [/QUOTE]
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What I want: 17 books or book series (and two boxes) for a Third Golden Age
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