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WotC Asks What Makes YOU Play Dungeons and Dragons?
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<blockquote data-quote="Ruin Explorer" data-source="post: 7842343" data-attributes="member: 18"><p>I totally get what you're saying here, and the problem is that it's a bad premise. Not having a "unifying theme" does not make a fantasy setting in any way "bad". Some of the best fantasy settings do not have a "unifying theme". The Forgotten Realms does not have, and never has had, a "unifying theme". Nor does Greyhawk. It was developed piecemeal and remains such. Dragonlance is arguable at best, and is an inferior setting in virtually every regard to those two that don't have themes. There's no world in which Warhammer has no unifying theme and the FR does. There are plenty where neither does.</p><p></p><p>AoS' success has nothing really to do with the setting "having a theme" or "being mythological", either. Even fans aren't keen on the setting in my experience - I know several people who buy AoS stuff. AoS' success comes from two things:</p><p></p><p>1) Vastly more approachable rules. AoS is a skirmish game, not an army game, like WHFB. You can play it with literally 1/5th as many models as you'd need to make a basic WHFB army. And the rules themselves are vastly easier to engage with, especially for less-serious gamers.</p><p></p><p>2) Much better and newer models. This is absolutely huge.</p><p></p><p>Had they not changed the setting at all, and just done those things in a WHFB context, they'd be doing very well - slightly better or worse than AoS, but similarly.</p><p></p><p>AoS' setting has one advantage in that it lets them add a lot of new stuff. But that's just shoving more stuff into the "hodgepodge" you were complaining about, and each new element makes things less "coherent". But it's cool. It's just like, don't complain about hodgepodges and then big-up AoS! It's like saying boxing is too violent and then proclaiming your love for MMA.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7842343, member: 18"] I totally get what you're saying here, and the problem is that it's a bad premise. Not having a "unifying theme" does not make a fantasy setting in any way "bad". Some of the best fantasy settings do not have a "unifying theme". The Forgotten Realms does not have, and never has had, a "unifying theme". Nor does Greyhawk. It was developed piecemeal and remains such. Dragonlance is arguable at best, and is an inferior setting in virtually every regard to those two that don't have themes. There's no world in which Warhammer has no unifying theme and the FR does. There are plenty where neither does. AoS' success has nothing really to do with the setting "having a theme" or "being mythological", either. Even fans aren't keen on the setting in my experience - I know several people who buy AoS stuff. AoS' success comes from two things: 1) Vastly more approachable rules. AoS is a skirmish game, not an army game, like WHFB. You can play it with literally 1/5th as many models as you'd need to make a basic WHFB army. And the rules themselves are vastly easier to engage with, especially for less-serious gamers. 2) Much better and newer models. This is absolutely huge. Had they not changed the setting at all, and just done those things in a WHFB context, they'd be doing very well - slightly better or worse than AoS, but similarly. AoS' setting has one advantage in that it lets them add a lot of new stuff. But that's just shoving more stuff into the "hodgepodge" you were complaining about, and each new element makes things less "coherent". But it's cool. It's just like, don't complain about hodgepodges and then big-up AoS! It's like saying boxing is too violent and then proclaiming your love for MMA. [/QUOTE]
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