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What is a setting book? [RANT]
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<blockquote data-quote="JBowtie" data-source="post: 1685578" data-attributes="member: 1810"><p>Well, I notice there are really two kinds of campaign settings.</p><p></p><p>1) Settings that embrace the basic assumptions built into the design of D&D. These settings need very little in the way of extra rules because part of the feel is already built in. Scarred Lands, Forgotten Realms, and Kalamar are all good examples of this.</p><p></p><p>2) Settings that challenge or change these core assumptions. In order to successfully support the feel of the setting, the rules need to be extensively redesigned and rebalanced. Examples of the second kind include Midnight, Rokugan, and the Diamond Throne (Arcana Unearthed).</p><p></p><p>Midnight, for example, includes a lot of crunch because the core rule assumptions about the availability and ease-of-use of magic permeate the design and need new mechanics to really get the feel across.</p><p></p><p>Arcanca Unearthed was a massive redesign because challenging core rule assumptions about the way magic works, the availability of certain kinds of spells, and alignment really required a massive re-engineering of the rules.</p><p></p><p>Rokugan, you'll notice also includes a ton of rules. But I have to say that every single rule in the core Rokugan book supports the play style and setting feel in a way you could never replicate without such massive changes.</p><p></p><p>The second group is extremely flavourful, with far more differences between them than those in the first group. The reason? They challenge the deeper assumptions of the design. Even if a designer does not do so effectively or deliberately, I think most of them actually have that as their underlying motivation.</p><p></p><p>See, the reason I think DMs buy books of crunch instead of books of fluff is that they can get all the fluff they want by drawing upon the (nowadays mainstream) fantasy books and movies they already own. So many fantasy authors draw upon the same archetypes and stories and background that D&D was fashioned from that it's really, really easy to pick up whatever atmosphere you want through pure fluff; just use the maps/cities from your favourite fantasy novels and you're ready to go.</p><p></p><p>The harder thing, and the reason so many people buy the crunchier books, is to tweak the underlying rule sets so you can better get the feel you want when people create PCs and NPCs.</p></blockquote><p></p>
[QUOTE="JBowtie, post: 1685578, member: 1810"] Well, I notice there are really two kinds of campaign settings. 1) Settings that embrace the basic assumptions built into the design of D&D. These settings need very little in the way of extra rules because part of the feel is already built in. Scarred Lands, Forgotten Realms, and Kalamar are all good examples of this. 2) Settings that challenge or change these core assumptions. In order to successfully support the feel of the setting, the rules need to be extensively redesigned and rebalanced. Examples of the second kind include Midnight, Rokugan, and the Diamond Throne (Arcana Unearthed). Midnight, for example, includes a lot of crunch because the core rule assumptions about the availability and ease-of-use of magic permeate the design and need new mechanics to really get the feel across. Arcanca Unearthed was a massive redesign because challenging core rule assumptions about the way magic works, the availability of certain kinds of spells, and alignment really required a massive re-engineering of the rules. Rokugan, you'll notice also includes a ton of rules. But I have to say that every single rule in the core Rokugan book supports the play style and setting feel in a way you could never replicate without such massive changes. The second group is extremely flavourful, with far more differences between them than those in the first group. The reason? They challenge the deeper assumptions of the design. Even if a designer does not do so effectively or deliberately, I think most of them actually have that as their underlying motivation. See, the reason I think DMs buy books of crunch instead of books of fluff is that they can get all the fluff they want by drawing upon the (nowadays mainstream) fantasy books and movies they already own. So many fantasy authors draw upon the same archetypes and stories and background that D&D was fashioned from that it's really, really easy to pick up whatever atmosphere you want through pure fluff; just use the maps/cities from your favourite fantasy novels and you're ready to go. The harder thing, and the reason so many people buy the crunchier books, is to tweak the underlying rule sets so you can better get the feel you want when people create PCs and NPCs. [/QUOTE]
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What is a setting book? [RANT]
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