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*Dungeons & Dragons
why no Warforged
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<blockquote data-quote="Pauper" data-source="post: 6818943" data-attributes="member: 17607"><p>Then I'll forgive you for also missing LFR and the concept that the function of Organized Play is to support the core RPG's bottom line.</p><p></p><p>The thing you are talking about -- letting all options from all other campaign worlds into the Organized Play campaign -- happened in Living Forgotten Realms, the 4E OP campaign. It was, if not a disaster, then certainly one of the biggest negatives of the campaign. DMs didn't like it because it increased the complexity of play and required them to have access to rulebooks they likely didn't otherwise care to own. Players didn't like it because, as noted by another poster, it devalued the core races; many adventures opened the same way that a bad joke would have: two werewolves, a warforged, and a shardmind walk into a bar...</p><p></p><p></p><p></p><p>I think that's also an assumption -- my guess is that the designers went with the adventure/setting idea they thought would appear to the greatest number of D&D players, not necessarily Adventurers League players. Ravenloft has long been one of the most popular settings, after all.</p><p></p><p>Let's see how well this season goes before speculating on how future plane-hopping seasons might go, shall we?</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6818943, member: 17607"] Then I'll forgive you for also missing LFR and the concept that the function of Organized Play is to support the core RPG's bottom line. The thing you are talking about -- letting all options from all other campaign worlds into the Organized Play campaign -- happened in Living Forgotten Realms, the 4E OP campaign. It was, if not a disaster, then certainly one of the biggest negatives of the campaign. DMs didn't like it because it increased the complexity of play and required them to have access to rulebooks they likely didn't otherwise care to own. Players didn't like it because, as noted by another poster, it devalued the core races; many adventures opened the same way that a bad joke would have: two werewolves, a warforged, and a shardmind walk into a bar... I think that's also an assumption -- my guess is that the designers went with the adventure/setting idea they thought would appear to the greatest number of D&D players, not necessarily Adventurers League players. Ravenloft has long been one of the most popular settings, after all. Let's see how well this season goes before speculating on how future plane-hopping seasons might go, shall we? -- Pauper [/QUOTE]
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