Primal said:
How would you convert the Temple of Elemental Evil to run it in the Forgotten Realms? Or your own homebre setting? Or even Eberron?
I'm not seeing the relevance of the question, so help me out. IF I wanted to do so, then I would look at the setting I'm converting to and place in such a way that it fits - so ToEE would go in a place with a volcano, for a start, preferably one with a city fairly close by that could serve as a stand in for Verbobonc (sp). Then, I'd need to replace some of the monsters to fit with the new setting.
How does the existence of a core setting affect that?
TwinBahamut said:
I just made a post arguing against Lizard's point a short time ago, but now it seems like I might have something of a difference of opinion with you as well... Go figure.
I don't think a ruleset needs to have a setting. D&D doesn't need Greyhawk or Forgotten realms or any other setting. A DM doesn't need those things to run a game. A DM doesn't even need to build a world when deprived of full settings. What is more, having a full setting right in the rules can sometimes become an annoyance.
Take as an example my experience with Iron Heroes. Supposedly its "implied setting" (a term I absolutely despise) is a world in which magic is rare and dangerous and the gods are distant or non-existant. I used it to run a campaign set in a homebrew setting featuring a nation run by a bureaucracy of wizards in a myth-inspired world where divine intervention was commonplace. The only change I needed for the rules was telling my players to ignore the fluff chapter that described the "implied setting".
D&D doesn't need a full setting, but it should not be completely lifeless and generic either. It just needs countless seeds of ideas and a million fragments of plots and possibilities. Having a group of feats called "White Raven" or "Golden Wyvern" does not, and should not, directly link D&D to any one setting, nor does it limit the flexibility of any setting. What it does do is provide something for a DM to latch on to and transform into a unique creation, whether it is an organization, an ancient swordmaster, a loose style used by thousands of different mercenaries, or something else entirely. If D&D can be filled with countless broken fragments of ideas, then it becomes much easier for a DM to build their own unique mosaic of a setting, without being constrained by someone else's pattern.
Worldbuilding is one of the hardest things about DMing, but it is also one of the most fun. Game designers and rulebooks should definitely work hard to take away the difficulty, but they should not do so at the expense of taking away the fun parts.
I'm going to take your points in reverse order if I may. Worldbuilding may ebe one of the most fun things *for you* but, for me, it's a complete and utter bore that I'd much rather not have to do. I loathe, hate and really don't like being forced to do it. I have no problems letting setting sit in the background, drawn out by the players or by myself when its related to the game at hand but otherwise mostly ignored.
But, I need at least the framework of a world in order to play. I need that much and I recognize that. So, if the game gives me a framework, like Mystara, then I'm happy. Giving me half a setting means that I'm half done rather than, as Lizard would have it, forcing me to do all the work myself or paying someone else extra money on top.
Sure, I agree that D&D should not be forced to be played in only one setting. I have no problem with that. But, the existence of a core setting in no way forces you to play in that setting any more than a B/E/C/M/I player was forced to play in Mystara or a 1e player was forced to play in Greyhawk. The rules give you a very nice example of what a campaign setting looks like but doesn't make you run your game there.
I look at it like this. I've been playing a Binder for the past year or so in an Eberron campaign. Binders come with about 25 or 30 vestiges in the Tome of Magic. Within those vestiges is more than enough flavour for me to run an very interesting character with more than enough depth for years. I don't need anything more than that. Yet, that character is absolutely tied to the flavor in the TOM unless I go out and build my own vestiges.
I could certainly do so if I was so inclined. If I wanted to make a different binder that fit seamlessly into Eberron I could go out and create a whole swath of new vestiges based on Eberron flavor. OTOH, I don't have to. The flavor text of the Binder is such that, while extremely specific, allows more than enough flexibility that I can fit him in anyway. Sure, referencing Teneberous is a bit weird, but, then, they're vestiges, being weird is par for the course.
And, hey, look, every Vestige comes with flavor text names of abilities like Focalor's Tears or Heavy Magic. Yet, for some reason, it's never, ever been confusing at the table.