Hussar
Legend
Lizard said:I can sympathize. If only sometime, during the past 20 years, WOTC had thought to produce pre-made worlds for those who want them. Perhaps one could have been of some magical realms, now forgotten. They might have taken one of the original gaming worlds -- even the one Gary Gygax created! -- and published that! Another could have involved, I don't know, dragons, perhaps with some sort of ancient weapon which could be used to battle them...a spear, maybe, or a lance. Another could have been some world built just for D&D, a world where all the weirdness of D&D makes a kind of sense, and people use magic as if it were technology, even making magical 'robots'. But I guess they never thought of this, FORCING people to build their own worlds, instead. You'd think with the OGL, some company, somewhere, would have found the niche of 'people who just want a campaign world' and exploited it, but I guess it never happened. Who knows? I might even have written for such settings![1] Wouldn't that have been something?
Ah, sweet dreams of might have been.
So I guess you'll settle for half-a-world in 4e. Perhaps by 5e, my strange idea of publishing "campaign setting books" as distinct from "core rule books" will be a reality, and we can BOTH be happy. Wouldn't that be something?
I think we've reached the end of this topic. I think the name is a bad name in and of itself, that baggage-laden names are bad in general, and that mixing core rules and setting fluff in a generic fantasy system is poor game design and wasteful of my time and money. You disagree on all counts. That is that.
[1]Which is sort of a good point. When I was working on Excalibur for S&S, I came up with all sorts of flowery feat names..."Deny The Lethal Strike", which made it harder for an enemy to confirm a critical hit, or 'Tis Only A Flesh Wound, which let you turn part of a critical hit into non-lethal damage. Why was this sort of fluff acceptable to me then and not now? Because it's one thing to have fluff which reinforces the flavor of a *specific setting*, and another to have it in core rules which must, by their nature, fit a tremendous range of settings.
D&D is losing genericness. Genericity? I consider that a Very Bad Thing. YMMV.
A further thought occurs.
I would like to thank Lizard for so eloquently illustrating my point. In his mind, it's perfectly acceptable for the non-world builders like me to be forced to either, A) build a world from scratch or B) spend money on additional supplements so I can make the core rules work out of the box.
But, it is, in no way, acceptable for the rules to work out of the box since that requires that world builders might have to do more work to create their hothouse flowers.
B/E D&D had a world right in the rules. Star Frontiers had a setting right in the rules. World of Darkness has a setting hardwired into the rules. 1e had a world hard wired into the rules. The list goes on and on.
It wasn't until 2e and all the world building geeks took over the helm that we became forced to do work that frankly, some of us would rather not do.
I find it ironic that Lizard would point to Greyhawk, a setting which was absolutely the default for D&D right in the core books, as an example of why I should be forced to go out and buy setting guides.