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<blockquote data-quote="howandwhy99" data-source="post: 3479595" data-attributes="member: 3192"><p>Not to such prevalance as to today. Sure, tournament adventures are railroading adventures. And yes, Necromancer and Goodman Games have some nonlinear, module-type adventures too for 3.5. Life isn't exclusive. But I've already agreed that setting isn't really necessary for tournament adventures. You're expected to explore the Slave Pits, than the world is hardly necessary. Campaign-style play, however, is completely different. </p><p></p><p></p><p>I agree with you here. The game is about the adventure. It sounds like though, you are planning your characters actions and than creating setting around those plans and I am creating settings and allowing the players to create the plans. IMO, one is telling a story, the other is make-believe.</p><p></p><p></p><p>I talked about "complete" worlds limiting creativity. And to be honest it really isn't all that limiting. It only limits further creation of the world since it's already done. </p><p></p><p>I agree the rules limit creativity too, but it's always been up to the DM to change the rules to allow new types of characters. You could create a class where fighters shoot laser beams and wizards cast more often. It's simply balancing them within the system already in place. The implied setting that D&D has carried since the beginning is merely a baseline. Groups could play Traveler with the rules if they wanted to. It will take some prep. I agree with you here the DM is final arbiter of rules and setting.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3479595, member: 3192"] Not to such prevalance as to today. Sure, tournament adventures are railroading adventures. And yes, Necromancer and Goodman Games have some nonlinear, module-type adventures too for 3.5. Life isn't exclusive. But I've already agreed that setting isn't really necessary for tournament adventures. You're expected to explore the Slave Pits, than the world is hardly necessary. Campaign-style play, however, is completely different. I agree with you here. The game is about the adventure. It sounds like though, you are planning your characters actions and than creating setting around those plans and I am creating settings and allowing the players to create the plans. IMO, one is telling a story, the other is make-believe. I talked about "complete" worlds limiting creativity. And to be honest it really isn't all that limiting. It only limits further creation of the world since it's already done. I agree the rules limit creativity too, but it's always been up to the DM to change the rules to allow new types of characters. You could create a class where fighters shoot laser beams and wizards cast more often. It's simply balancing them within the system already in place. The implied setting that D&D has carried since the beginning is merely a baseline. Groups could play Traveler with the rules if they wanted to. It will take some prep. I agree with you here the DM is final arbiter of rules and setting. [/QUOTE]
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