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White Raven Onslaught Revision
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<blockquote data-quote="Hussar" data-source="post: 4166381" data-attributes="member: 22779"><p>Huh? There is no such thing as generic modules? News to me. Several years of Dungeon magazine would disagree with you. Yet, despite the existence of generic modules - Judges Guild for example - every TSR 1e module was rock solid locked into Greyhawk. </p><p></p><p></p><p></p><p>Why do elves and dwarves not get along in a generic setting?</p><p></p><p></p><p></p><p>Find me a reference to Demogorgon or Fraz-Urb-Luu in medieval demonology please. Considering both Demonomicon articles in Dragon specifically point out that these demons were created whole cloth for the D&D game and Fraz was specifically created by EGG to screw over one of his players.</p><p></p><p></p><p></p><p>Kind of like White Raven Onslaught isn't it?</p><p></p><p></p><p></p><p>Umm, no, it wasn't. That's why every other setting DOESN'T use the Great Wheel or radically alters it. If the Great Wheel was the cosmology of D&D, it should feature in every D&D setting shouldn't it?</p><p></p><p></p><p></p><p>See, this is the problem. It's the most rewarding part of Dming FOR YOU. And that's groovy. I'm happy for you. But, why is it so hard to believe that some people think world building is a boring chore? But, even taking you at your word, you still had to do TEN HOURS of work before you even started to write your first adventure. And, I think you'll agree that your campagin setting was a bare skeleton in 10 hours. It wasn't even a skeleton. It was a femur and a couple of phalanges. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Give me a game where I don't have to do that. You're still going to spend that time doing it, regardless. You had no problems doing it in 1e when the setting material was right in the core rules, so I doubt you'll have trouble now. But, for the rest of us, let us just be able to play.</p><p></p><p>I found a pertinent quote from Ray Winneger, from the first Dungeon Craft article in Dragon, way back in 2e days:</p><p></p><p></p><p></p><p>Look at the order he places that in. Create a world, write its history, populate it as you see fit and then, and only then, do you start creating adventures.</p><p></p><p>This has been the mindset that has been driven into the game for years and I hate it. There's no need. Gimme a basic campaign setting, right in the core books and let me get on with my game. </p><p></p><p>Why is that such a difficult thing to ask for?</p></blockquote><p></p>
[QUOTE="Hussar, post: 4166381, member: 22779"] Huh? There is no such thing as generic modules? News to me. Several years of Dungeon magazine would disagree with you. Yet, despite the existence of generic modules - Judges Guild for example - every TSR 1e module was rock solid locked into Greyhawk. Why do elves and dwarves not get along in a generic setting? Find me a reference to Demogorgon or Fraz-Urb-Luu in medieval demonology please. Considering both Demonomicon articles in Dragon specifically point out that these demons were created whole cloth for the D&D game and Fraz was specifically created by EGG to screw over one of his players. Kind of like White Raven Onslaught isn't it? Umm, no, it wasn't. That's why every other setting DOESN'T use the Great Wheel or radically alters it. If the Great Wheel was the cosmology of D&D, it should feature in every D&D setting shouldn't it? See, this is the problem. It's the most rewarding part of Dming FOR YOU. And that's groovy. I'm happy for you. But, why is it so hard to believe that some people think world building is a boring chore? But, even taking you at your word, you still had to do TEN HOURS of work before you even started to write your first adventure. And, I think you'll agree that your campagin setting was a bare skeleton in 10 hours. It wasn't even a skeleton. It was a femur and a couple of phalanges. :) Give me a game where I don't have to do that. You're still going to spend that time doing it, regardless. You had no problems doing it in 1e when the setting material was right in the core rules, so I doubt you'll have trouble now. But, for the rest of us, let us just be able to play. I found a pertinent quote from Ray Winneger, from the first Dungeon Craft article in Dragon, way back in 2e days: Look at the order he places that in. Create a world, write its history, populate it as you see fit and then, and only then, do you start creating adventures. This has been the mindset that has been driven into the game for years and I hate it. There's no need. Gimme a basic campaign setting, right in the core books and let me get on with my game. Why is that such a difficult thing to ask for? [/QUOTE]
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