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When and why were the factions driven out of Sigil?
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<blockquote data-quote="Banshee16" data-source="post: 4842845" data-attributes="member: 7883"><p>Woah.....</p><p></p><p>I don't quite look at it the same way. Yeah, TSR did sometimes make massive changes to game worlds after the worlds were initially created. Often these changes were tied to the novels.</p><p></p><p>But let's not forget that the changes they brought to settings were often both good and bad.</p><p></p><p>Yes, Dark Sun was significantly changed during the Prism Pentad.....but the Prism Pentad also really fleshed out the setting. Without the Prism Pentad there was no Rajaat. Without Rajaat there were no Cleansing Wars. Without the Cleansing Wars, there was no explanation for what the Sorcerer-Kings actually were. Nor was there the Pristine Tower. And some of the later material was pretty cool......Daskinor and the Avangion Sorcerer-King, the Kreen Empire, Mind Lords of the Last Sea, the Jagged Cliffs region.....much of this stuff was really kind of cool...</p><p></p><p>Having the Sorcerer-Kings be by and large destroyed (most of them) sucked for those who liked the oppressive feel of the setting....but it was good for those who wanted to open the setting up to the kinds of social chaos that would result from having these powerful beings who'd ruled for thousands of years, removed from their positions of influence, leaving the lesser mortals to try and fill the void (with all the conflict that implies). Or it could be looked at as bad, if you really preferred the setting to not answer the questions of what the Sorcerer-Kings are, etc. Similarly, one of my favourite supplements from that time was the book about Ur Draxa.....which came out, and was promptly followed by a novel a few months later, wherein the city was destroyed. </p><p></p><p>There are different ways to look at it.</p><p></p><p>With Planescape, having the Factions get kicked out of Sigil sucked.....but it brought back groups like the Sons of Mercy. Unfortunately, it wrecked the Believers of the Source, who were always one of my favourite Factions. I think I was more disappointed by that module where Vecna went to Sigil than I was by the Faction War.</p><p></p><p>Change isn't always bad......I tend to like additive changes......whereas change for the sake of change I'm not a huge fan of. Like a lot of the stuff done for 4E.</p><p></p><p>I do find TSR had a much better grasp of creating interesting campaign worlds than WotC does. What new ones has WotC actually created? Ghostwalk, and Eberron. And Eberron doesn't count as much, as it was through a setting contest, wasn't it?</p><p></p><p>One setting I wish got another chance was Birthright.....I always thought it had a much grittier, more mystical feel than Forgotten Realms. It was one of the first times I saw a D&D setting where followers of two different good gods could literally have a holy war against each other.</p><p></p><p>Banshee</p></blockquote><p></p>
[QUOTE="Banshee16, post: 4842845, member: 7883"] Woah..... I don't quite look at it the same way. Yeah, TSR did sometimes make massive changes to game worlds after the worlds were initially created. Often these changes were tied to the novels. But let's not forget that the changes they brought to settings were often both good and bad. Yes, Dark Sun was significantly changed during the Prism Pentad.....but the Prism Pentad also really fleshed out the setting. Without the Prism Pentad there was no Rajaat. Without Rajaat there were no Cleansing Wars. Without the Cleansing Wars, there was no explanation for what the Sorcerer-Kings actually were. Nor was there the Pristine Tower. And some of the later material was pretty cool......Daskinor and the Avangion Sorcerer-King, the Kreen Empire, Mind Lords of the Last Sea, the Jagged Cliffs region.....much of this stuff was really kind of cool... Having the Sorcerer-Kings be by and large destroyed (most of them) sucked for those who liked the oppressive feel of the setting....but it was good for those who wanted to open the setting up to the kinds of social chaos that would result from having these powerful beings who'd ruled for thousands of years, removed from their positions of influence, leaving the lesser mortals to try and fill the void (with all the conflict that implies). Or it could be looked at as bad, if you really preferred the setting to not answer the questions of what the Sorcerer-Kings are, etc. Similarly, one of my favourite supplements from that time was the book about Ur Draxa.....which came out, and was promptly followed by a novel a few months later, wherein the city was destroyed. There are different ways to look at it. With Planescape, having the Factions get kicked out of Sigil sucked.....but it brought back groups like the Sons of Mercy. Unfortunately, it wrecked the Believers of the Source, who were always one of my favourite Factions. I think I was more disappointed by that module where Vecna went to Sigil than I was by the Faction War. Change isn't always bad......I tend to like additive changes......whereas change for the sake of change I'm not a huge fan of. Like a lot of the stuff done for 4E. I do find TSR had a much better grasp of creating interesting campaign worlds than WotC does. What new ones has WotC actually created? Ghostwalk, and Eberron. And Eberron doesn't count as much, as it was through a setting contest, wasn't it? One setting I wish got another chance was Birthright.....I always thought it had a much grittier, more mystical feel than Forgotten Realms. It was one of the first times I saw a D&D setting where followers of two different good gods could literally have a holy war against each other. Banshee [/QUOTE]
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