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What is your LEAST favorite setting?
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<blockquote data-quote="Renshai" data-source="post: 258994" data-attributes="member: 1061"><p>quote]</p><p>Well how about Wild Magic for starters? Channeling Spellfire? Elven High Magic? Rune Magic? Portals everywhere. The fact that many PCs can & do start the game with several magic items due to Regional feats etc.</p></blockquote><p></p><p>What kind of world do you play in, one that never creates anything new or builds off the existing paradigm of Dungeons and Dragons? Does your imagination have end at what was presented in the Core Rulebooks? </p><p></p><p>The fact here is that the Forgotten Realms is the ONLY official game setting published by WotC, the people that brought you the very game itself. The including of Spellfire, Elven High Magic, Rune Magic and Portals only serve to expand on the game that has been presented. Each of these additions does nothing other than add interesting and magical new things for the player characters to discover and interact with. </p><p></p><p>You like to make your point by talking about characters starting with magic items, but have you “really” looked at the rules? Most of them are Potions or Scrolls, one shot items at best. They don’t unbalance or throw the entire fabric of reality out of whack. What is wrong with a character starting off with a masterwork weapon? How many times has a player wanted to start by inheriting one his family heirlooms? The inclusion of the Regional Starting equipment only serves to advance role-playing, not unbalance play as FR detractors like to stomp their feat about so much. Show a little bit of imagination and it becomes obvious that even those minor rules offer a lot.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Again, what is wrong with a world that is steeped in magic? The largest section of the Dungeons and Dragons Player’s Handbook is a section of magic and spells. Magic is steeped in the game itself and the Forgotten Realms does a good job of presenting itself in the game. I am much more likely to be interested in a forest that might contain some Portal to a far off place than I would be in just another old forest filled with orcs and kobolds…</p><p></p><p>The point I’m trying to make here is a lot of Forgotten Realms detractors seem to be hanging on to some strange paradigm that defines what a D&D world should be in their eyes. They fail to see that the people who actually make the game see the Forgotten Realms as what a Dungeons and Dragons Campaign Setting is, based of the rules that were presented in the Core Books. </p><p></p><p>I have trouble believing that people who run Home Brew worlds don’t have some strange form of mystical magic that is different from the norm. Does this make them a bad setting? Nope, it makes them interesting, just like spellfire, rune magic and the other unique magics of the Realms help make it more interesting, at least to most people. </p><p></p><p></p><p>What do you have against portals? They only serve as a means to end for the Dungeon Master and his plots… see my comments above. </p><p></p><p>Godlike characters? What exactly is wrong with this? I can accept that other people don’t like characters over 20th level…. But the fact is that they do exist, and they would have existed for a very long time in the standard Dungeons and Dragons game. 9th level spells and ancient magic swords didn’t create themselves… Those characters don’t detract from the setting at all. They are examples of heroes in the setting and have very little bearing on what happens in the Dungeon Master’s game. If they interfere with the PCs game then the DM is at fault for that… not the setting, or the inclusion of the NPC. </p><p></p><p></p><p></p><p>Actually no. A lot of people like it that way. I can run just about any type of game I want in one setting... I don’t find that to be a bad thing.</p><p></p><p></p><p></p><p></p><p>Perhaps it is. A setting can provide a good canvas for the Dungeon Master to work with, but in the end the game is only as good as the DM makes it.</p><p></p><p></p><p></p><p></p><p></p><p>What is wrong with having such a wide array of races? Look at the wide variety of races and cultures in our own world. Why would it be different to have so many offshoots in a fantasy world? </p><p></p><p></p><p></p><p></p><p></p><p>That sounds like a problem with the players. Ask my players about their human characters and they will crow for hours… I’ve heard them. In fact, I can’t remember the last time someone even asked to play a Drow. I’ve had a Fire Genasi and a Tiefling, and they players always worked closely with me to see how they would interact with the areas of the setting they were playing in. </p><p></p><p></p><p></p><p></p><p>Again, see my comments above. Try to look at the newly presented options/rules using your “roleplaying eyes” and you will see a lot of great things to explore.</p><p></p><p>Ren</p><p>[/QUOTE]</p>
[QUOTE="Renshai, post: 258994, member: 1061"] quote] Well how about Wild Magic for starters? Channeling Spellfire? Elven High Magic? Rune Magic? Portals everywhere. The fact that many PCs can & do start the game with several magic items due to Regional feats etc. [/quote] What kind of world do you play in, one that never creates anything new or builds off the existing paradigm of Dungeons and Dragons? Does your imagination have end at what was presented in the Core Rulebooks? The fact here is that the Forgotten Realms is the ONLY official game setting published by WotC, the people that brought you the very game itself. The including of Spellfire, Elven High Magic, Rune Magic and Portals only serve to expand on the game that has been presented. Each of these additions does nothing other than add interesting and magical new things for the player characters to discover and interact with. You like to make your point by talking about characters starting with magic items, but have you “really” looked at the rules? Most of them are Potions or Scrolls, one shot items at best. They don’t unbalance or throw the entire fabric of reality out of whack. What is wrong with a character starting off with a masterwork weapon? How many times has a player wanted to start by inheriting one his family heirlooms? The inclusion of the Regional Starting equipment only serves to advance role-playing, not unbalance play as FR detractors like to stomp their feat about so much. Show a little bit of imagination and it becomes obvious that even those minor rules offer a lot. Again, what is wrong with a world that is steeped in magic? The largest section of the Dungeons and Dragons Player’s Handbook is a section of magic and spells. Magic is steeped in the game itself and the Forgotten Realms does a good job of presenting itself in the game. I am much more likely to be interested in a forest that might contain some Portal to a far off place than I would be in just another old forest filled with orcs and kobolds… The point I’m trying to make here is a lot of Forgotten Realms detractors seem to be hanging on to some strange paradigm that defines what a D&D world should be in their eyes. They fail to see that the people who actually make the game see the Forgotten Realms as what a Dungeons and Dragons Campaign Setting is, based of the rules that were presented in the Core Books. I have trouble believing that people who run Home Brew worlds don’t have some strange form of mystical magic that is different from the norm. Does this make them a bad setting? Nope, it makes them interesting, just like spellfire, rune magic and the other unique magics of the Realms help make it more interesting, at least to most people. What do you have against portals? They only serve as a means to end for the Dungeon Master and his plots… see my comments above. Godlike characters? What exactly is wrong with this? I can accept that other people don’t like characters over 20th level…. But the fact is that they do exist, and they would have existed for a very long time in the standard Dungeons and Dragons game. 9th level spells and ancient magic swords didn’t create themselves… Those characters don’t detract from the setting at all. They are examples of heroes in the setting and have very little bearing on what happens in the Dungeon Master’s game. If they interfere with the PCs game then the DM is at fault for that… not the setting, or the inclusion of the NPC. Actually no. A lot of people like it that way. I can run just about any type of game I want in one setting... I don’t find that to be a bad thing. Perhaps it is. A setting can provide a good canvas for the Dungeon Master to work with, but in the end the game is only as good as the DM makes it. What is wrong with having such a wide array of races? Look at the wide variety of races and cultures in our own world. Why would it be different to have so many offshoots in a fantasy world? That sounds like a problem with the players. Ask my players about their human characters and they will crow for hours… I’ve heard them. In fact, I can’t remember the last time someone even asked to play a Drow. I’ve had a Fire Genasi and a Tiefling, and they players always worked closely with me to see how they would interact with the areas of the setting they were playing in. Again, see my comments above. Try to look at the newly presented options/rules using your “roleplaying eyes” and you will see a lot of great things to explore. Ren [/QUOTE]
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