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What makes a D&D game have a 1E feel?
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<blockquote data-quote="Celebrim" data-source="post: 9013166" data-attributes="member: 4937"><p>Forgotten Realms was massively controversial and in some circles openly derided when it was first presented, and increasingly so as the NPCs that were published were more and more powerful, because in FR characters were roughly twice the level that would have been assigned to them in prior settings and typical play. This probably reached a culmination in publications like FOR6 The Seven Sisters (2e) which I remember being a straw that broke the camel's back for even FR supporters. In any event, FR is mostly "2e feel" and not "1e feel". </p><p></p><p>Personally, for a lot of reasons, and not just the power creep, I consider FR the worst fantasy setting ever published. It feels like a setting for non-gamers, popularized primarily by the novels of R.A. Salvatore and others, but not prized for its creativity or value as a game setting. </p><p></p><p>But the Hat of FR has become ubiquitous, and to a large extent most modern D&D in artwork and in settings as presented as a world pretty much indistinguishable from that of something like Thor: Ragnarok. Eberron is vastly better designed than FR, but it has that modern feel with magical hovercraft and trains and a general magic as technology feel.</p><p></p><p>As for the fact that 1e characters can eventually reach those heights, that isn't really a contradiction of anything I said. In fact, I mentioned that in my post. It's just that if the 1e characters do that, then they become exceptions in the world - Golden Age Heroes in a world that is otherwise largely mundane - needing to go off world to find most challenges - demi-planes, outer planes, the deep under dark and the most legendary dungeons. The ubiquitous high magic wasn't assumed to exist in the setting, but rather to be confined to the "dungeon" "under world". </p><h3></h3></blockquote><p></p>
[QUOTE="Celebrim, post: 9013166, member: 4937"] Forgotten Realms was massively controversial and in some circles openly derided when it was first presented, and increasingly so as the NPCs that were published were more and more powerful, because in FR characters were roughly twice the level that would have been assigned to them in prior settings and typical play. This probably reached a culmination in publications like FOR6 The Seven Sisters (2e) which I remember being a straw that broke the camel's back for even FR supporters. In any event, FR is mostly "2e feel" and not "1e feel". Personally, for a lot of reasons, and not just the power creep, I consider FR the worst fantasy setting ever published. It feels like a setting for non-gamers, popularized primarily by the novels of R.A. Salvatore and others, but not prized for its creativity or value as a game setting. But the Hat of FR has become ubiquitous, and to a large extent most modern D&D in artwork and in settings as presented as a world pretty much indistinguishable from that of something like Thor: Ragnarok. Eberron is vastly better designed than FR, but it has that modern feel with magical hovercraft and trains and a general magic as technology feel. As for the fact that 1e characters can eventually reach those heights, that isn't really a contradiction of anything I said. In fact, I mentioned that in my post. It's just that if the 1e characters do that, then they become exceptions in the world - Golden Age Heroes in a world that is otherwise largely mundane - needing to go off world to find most challenges - demi-planes, outer planes, the deep under dark and the most legendary dungeons. The ubiquitous high magic wasn't assumed to exist in the setting, but rather to be confined to the "dungeon" "under world". [HEADING=2][/HEADING] [/QUOTE]
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