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What should be the 5E default setting?
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<blockquote data-quote="GreyICE" data-source="post: 6024319" data-attributes="member: 6684526"><p>M:tG does have a different thing though. How do the jungle-streets of Gruul look in Ravnica? Uh... don't quite know. There's a map of Ravnica, and some card art, but overall it's just not something that makes sense. Where is Duskmantle, House of Shadow? I don't know. What guard stations do the Boros enforcers use on patrol? Dunno. How does house Azorius interact with the Ghost Council of Orzhova when making decisions? Dunno. </p><p></p><p>The fact that they're on specific cards limits things, whereas D&D is unlimited exploration. What I would like is a setting for each specific interest:</p><p></p><p>1) Eberron - Steampunk, intrigue, high fantasy high magic</p><p></p><p>2) The realms - heroic, earth spanning, earth shattering adventures. They need to dump a few key realms players under piles of their own problems to prevent them from solving everything, but so be it.</p><p></p><p>3) Greyhawk - Darker setting. World is in gradual decline, with many areas being taken by monsters. Magic has passed its prime, and the magic of today is pitiful in comparison to what once was. Everything is old, medieval, run down. </p><p></p><p>4) Dark Sun - Magic apocolypse ho. Slavers, monsters, the land is tough. You need to be tougher.</p><p></p><p>5) Unknown - Fantasy setting much lighter than Greyhawk, with less of a 'everything is overrun' feeling. Early Renascence feel - hopeful and vibrant, but still a LOT of problems</p><p></p><p>6) Unknown - Total despair. The world is overrun, and the PCs are the last hope for a brighter future in a world that has been consumed by darkness</p><p></p><p>7) Planescape/Spelljammer Mashup - Sail the Astral Sea! Visit the planes! Be insane! The wilder, the cooler, the wackier, the better. Inspirations from Neil Gaimen, the Lucifer series, comic books, Simon R. Green, the wilder and wackier the better. Magic items go up to 11! Spells go up to 11! Villains start at 12! Meant to be STARTED at PC level 10 or higher, wildness ensues. Lots of alternate rules.</p><p></p><p>This would be a baseline.</p><p></p><p>P.S. D&D Next is the era where they REALLY REALLY REALLY need to take crosspromotion on. I want a Ravnica campaign setting, dammit. I want to be there when the Eldrazi are freed. And I want rules for playing a goddamn planeswalker. They don't have to be balanced to the rest of the system. They don't even have to pay attention to the rest of the system. Walkers of the Planes, even as horribly unpowered as they now are, smack around all but the most powerful mortal wizards.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6024319, member: 6684526"] M:tG does have a different thing though. How do the jungle-streets of Gruul look in Ravnica? Uh... don't quite know. There's a map of Ravnica, and some card art, but overall it's just not something that makes sense. Where is Duskmantle, House of Shadow? I don't know. What guard stations do the Boros enforcers use on patrol? Dunno. How does house Azorius interact with the Ghost Council of Orzhova when making decisions? Dunno. The fact that they're on specific cards limits things, whereas D&D is unlimited exploration. What I would like is a setting for each specific interest: 1) Eberron - Steampunk, intrigue, high fantasy high magic 2) The realms - heroic, earth spanning, earth shattering adventures. They need to dump a few key realms players under piles of their own problems to prevent them from solving everything, but so be it. 3) Greyhawk - Darker setting. World is in gradual decline, with many areas being taken by monsters. Magic has passed its prime, and the magic of today is pitiful in comparison to what once was. Everything is old, medieval, run down. 4) Dark Sun - Magic apocolypse ho. Slavers, monsters, the land is tough. You need to be tougher. 5) Unknown - Fantasy setting much lighter than Greyhawk, with less of a 'everything is overrun' feeling. Early Renascence feel - hopeful and vibrant, but still a LOT of problems 6) Unknown - Total despair. The world is overrun, and the PCs are the last hope for a brighter future in a world that has been consumed by darkness 7) Planescape/Spelljammer Mashup - Sail the Astral Sea! Visit the planes! Be insane! The wilder, the cooler, the wackier, the better. Inspirations from Neil Gaimen, the Lucifer series, comic books, Simon R. Green, the wilder and wackier the better. Magic items go up to 11! Spells go up to 11! Villains start at 12! Meant to be STARTED at PC level 10 or higher, wildness ensues. Lots of alternate rules. This would be a baseline. P.S. D&D Next is the era where they REALLY REALLY REALLY need to take crosspromotion on. I want a Ravnica campaign setting, dammit. I want to be there when the Eldrazi are freed. And I want rules for playing a goddamn planeswalker. They don't have to be balanced to the rest of the system. They don't even have to pay attention to the rest of the system. Walkers of the Planes, even as horribly unpowered as they now are, smack around all but the most powerful mortal wizards. [/QUOTE]
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