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Which three classic settings do you think WotC will publish in 2022-23? (Fixed)
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8411656" data-attributes="member: 7023887"><p>Fallacy one: Combat equals murder. Combat can be to take prisoners, for self defense, to protect other people, to hunt a monster, to show your strength in a war game, or any other type of fighting that isn't meant to murder other people. No reasonable person would say that killing an Owlbear is murder, or that killing a demon that is trying to open a portal to the Abyss and destroy the world is murder. </p><p></p><p>No, it's dedicated to monsters. Monsters and murder are two very different things. </p><p></p><p>Modules are adventures, and the point of basically all of the modern adventures is not murder. They're largely to save the world (or a region) from some extreme threat (the Death Curse in Tomb of Annihilation, from Tiamat in Rise of Tiamat, from the cults of Elemental Evil in Princes of the Apocalypse, prevent Icewind Dale from freezing to death in Rime of the Frostmaiden, prevent Baldur's Gate from being sucked into Avernus in Descent into Avernus (and saving Elturel and possibly redeeming Zariel), and freeing Zibylna (and Prismeer) in The Wild Beyond the Witchlight from a coven of hags that you don't even have to kill). </p><p></p><p>Those are not "murder modules", they're "heroic adventures".</p><p></p><p>. . . Your group is murdering families and stealing from their bodies? My table has literally never done this. Yes, there are pocket change tables, but I normally use those for if a Rogue wants to pick someone's pockets. Yes, there are hoard tables, but those are typically for monsters like Dragons, Beholders, and Mind Flayer Colonies that are threatening the region around them. </p><p></p><p>There's a difference between "violent" and "murder"/"colonization". Killing a dragon that is attacking a village is violent, but that doesn't mean that it's murder. </p><p></p><p>Sorry, but your argument of "violence equals colonization" is so incoherent and baffling that I'm surprised you didn't realize it halfway into writing this post of yours. </p><p></p><p>Violence doesn't equal murder and murder doesn't equal colonization. There are 3 pillars of the game, and violence/combat is only one of them. There are plenty of games that lean more into the roleplay or exploration/adventure pillars of the game, and even the ones that do focus largely on violence/combat aren't the same thing as colonization. The party in my Eberron campaign recently fought and "killed" Mordakhesh (they knocked him out, put dimensional shackles on him, and then banished him back to Khyber), the Rakshasa Warlord from the Demon Wastes, in order to prevent him from attacking the Eldeen Reaches. It was violent, but it wasn't "murder" and certainly wasn't "colonization". </p><p></p><p>The reason why there's so many mechanics in 5e for combat is because combat is the pillar of the game that needs the most rules. Exploration is adventuring, discovering new places, and surviving the world in non-combat manners and Social Roleplay largely depends on improvisation and minor "mechanics", like Personality Traits, Ideals, Bonds, Flaws, and Quirks. There's rules and suggestions for all of that in the Dungeon Master's Guide, Xanathar's Guide to Everything, and the Player's Handbook. Just because Combat is the most rule-intensive Pillar of the Game, it doesn't mean that it's the most important to the game designers, and it especially doesn't mean that "murder" or "colonization" is the core theme of the game. </p><p></p><p>"Violence" =/= "Murder" =/= "Colonization"</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8411656, member: 7023887"] Fallacy one: Combat equals murder. Combat can be to take prisoners, for self defense, to protect other people, to hunt a monster, to show your strength in a war game, or any other type of fighting that isn't meant to murder other people. No reasonable person would say that killing an Owlbear is murder, or that killing a demon that is trying to open a portal to the Abyss and destroy the world is murder. No, it's dedicated to monsters. Monsters and murder are two very different things. Modules are adventures, and the point of basically all of the modern adventures is not murder. They're largely to save the world (or a region) from some extreme threat (the Death Curse in Tomb of Annihilation, from Tiamat in Rise of Tiamat, from the cults of Elemental Evil in Princes of the Apocalypse, prevent Icewind Dale from freezing to death in Rime of the Frostmaiden, prevent Baldur's Gate from being sucked into Avernus in Descent into Avernus (and saving Elturel and possibly redeeming Zariel), and freeing Zibylna (and Prismeer) in The Wild Beyond the Witchlight from a coven of hags that you don't even have to kill). Those are not "murder modules", they're "heroic adventures". . . . Your group is murdering families and stealing from their bodies? My table has literally never done this. Yes, there are pocket change tables, but I normally use those for if a Rogue wants to pick someone's pockets. Yes, there are hoard tables, but those are typically for monsters like Dragons, Beholders, and Mind Flayer Colonies that are threatening the region around them. There's a difference between "violent" and "murder"/"colonization". Killing a dragon that is attacking a village is violent, but that doesn't mean that it's murder. Sorry, but your argument of "violence equals colonization" is so incoherent and baffling that I'm surprised you didn't realize it halfway into writing this post of yours. Violence doesn't equal murder and murder doesn't equal colonization. There are 3 pillars of the game, and violence/combat is only one of them. There are plenty of games that lean more into the roleplay or exploration/adventure pillars of the game, and even the ones that do focus largely on violence/combat aren't the same thing as colonization. The party in my Eberron campaign recently fought and "killed" Mordakhesh (they knocked him out, put dimensional shackles on him, and then banished him back to Khyber), the Rakshasa Warlord from the Demon Wastes, in order to prevent him from attacking the Eldeen Reaches. It was violent, but it wasn't "murder" and certainly wasn't "colonization". The reason why there's so many mechanics in 5e for combat is because combat is the pillar of the game that needs the most rules. Exploration is adventuring, discovering new places, and surviving the world in non-combat manners and Social Roleplay largely depends on improvisation and minor "mechanics", like Personality Traits, Ideals, Bonds, Flaws, and Quirks. There's rules and suggestions for all of that in the Dungeon Master's Guide, Xanathar's Guide to Everything, and the Player's Handbook. Just because Combat is the most rule-intensive Pillar of the Game, it doesn't mean that it's the most important to the game designers, and it especially doesn't mean that "murder" or "colonization" is the core theme of the game. "Violence" =/= "Murder" =/= "Colonization" [/QUOTE]
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Which three classic settings do you think WotC will publish in 2022-23? (Fixed)
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