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<blockquote data-quote="Sunseeker" data-source="post: 7408495"><p>I don't think the MM is really aimed at experienced game-masters, to be honest. I don't even use the stat blocks and tend to conclude that I just spend $50 on an art-book. I suspect <em>someone</em> is probably inspired by the flavor of the monsters in the book. I buy the book for the art, you buy it for the stats, I'm sure someone buys it for the fluff. If nothing else, the little fluff block can provide a new DM unfamiliar with the history of the creature or D&D, some guidelines on how to situate a Dragon Turtle in their games. And for people with lower-levels of inspired ideas floating around in their heads (again due to their newness to the material) it may provide some exciting inspiration.</p><p></p><p>And to your final question: no, I think a lot of people in this day and age expect their information to be very sound-bytey. Compressed into relevant chunks of information that can be quickly assimilated. </p><p></p><p>But then, I don't really think the <em>fluff</em> that comes along in the Monster Manual is quite the same as the setting lore that comes in a Campaign Book. For example: when I run Ravenloft, I care nothing for the mechanics of the monsters, what is entirely important is getting the right feel and style to the campaign, which is 100% from those fluff nuggets. And in that context, I most certainly have used elements of the fluff as jumping-off points to spin new adventures within the setting (and without) and alter certain elements of the game (such as removing the Raven-kin and revamping their related religion to one based around the Raven Queen). </p><p></p><p>As was also mentioned, some folks enjoy being authorities on setting lore (see: Star Trek or Star Wars fans and <em>those</em> setting lore books). And I think some players also expect the DM to be a setting authority. The latter is a place I always struggle with in campaigns because I like to leave my homebrew worlds fairly open until its absolutely necessary to have specific information about parts of them, but there's always <em>that guy</em>....</p><p></p><p>Also in your mentioning of the Dragon Turtle I thought it would be interesting to have Dragon Turtles based on different types of real turtles, which then took my mind to silly places (not Camelot but NYC) and I thought up Teenage Mutant Ninja Dragon Turtles. And the fact that Pathfinder has both a Ninja class and a Kappa race, and I have an upcoming Pathfinder game, I thought it ought to fun to include some little side-adventure related to TMN Dragon Turtles. No, the fluff in the book had nothing to do with this. But again, I doubt you or I are really the target for the little block of fluff in the book.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7408495"] I don't think the MM is really aimed at experienced game-masters, to be honest. I don't even use the stat blocks and tend to conclude that I just spend $50 on an art-book. I suspect [I]someone[/I] is probably inspired by the flavor of the monsters in the book. I buy the book for the art, you buy it for the stats, I'm sure someone buys it for the fluff. If nothing else, the little fluff block can provide a new DM unfamiliar with the history of the creature or D&D, some guidelines on how to situate a Dragon Turtle in their games. And for people with lower-levels of inspired ideas floating around in their heads (again due to their newness to the material) it may provide some exciting inspiration. And to your final question: no, I think a lot of people in this day and age expect their information to be very sound-bytey. Compressed into relevant chunks of information that can be quickly assimilated. But then, I don't really think the [I]fluff[/I] that comes along in the Monster Manual is quite the same as the setting lore that comes in a Campaign Book. For example: when I run Ravenloft, I care nothing for the mechanics of the monsters, what is entirely important is getting the right feel and style to the campaign, which is 100% from those fluff nuggets. And in that context, I most certainly have used elements of the fluff as jumping-off points to spin new adventures within the setting (and without) and alter certain elements of the game (such as removing the Raven-kin and revamping their related religion to one based around the Raven Queen). As was also mentioned, some folks enjoy being authorities on setting lore (see: Star Trek or Star Wars fans and [I]those[/I] setting lore books). And I think some players also expect the DM to be a setting authority. The latter is a place I always struggle with in campaigns because I like to leave my homebrew worlds fairly open until its absolutely necessary to have specific information about parts of them, but there's always [I]that guy[/I].... Also in your mentioning of the Dragon Turtle I thought it would be interesting to have Dragon Turtles based on different types of real turtles, which then took my mind to silly places (not Camelot but NYC) and I thought up Teenage Mutant Ninja Dragon Turtles. And the fact that Pathfinder has both a Ninja class and a Kappa race, and I have an upcoming Pathfinder game, I thought it ought to fun to include some little side-adventure related to TMN Dragon Turtles. No, the fluff in the book had nothing to do with this. But again, I doubt you or I are really the target for the little block of fluff in the book. [/QUOTE]
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