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*Pathfinder & Starfinder
White Raven Onslaught Revision
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<blockquote data-quote="TwinBahamut" data-source="post: 4164799" data-attributes="member: 32536"><p>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.</p><p></p><p>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.</p><p></p><p>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".</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4164799, member: 32536"] 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. [/QUOTE]
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