D&D 5E (2024) WotC Should Make 5.5E Specific Setting

And that's FANTASTIC.

For you.

I want the option. I want the choice. Why is that such a huge ask?
Exactly.

Just because one person one person doesn't care which guild of Ravnica their PC is from doesn't mean another players shouldn't have the choice.

We have effectively banned dragonborn, goliaths, tiefling, warlocks, and possibly sorcerer characters s from having tied to history, diplomacy, and iconics from every official setting.

Why are we banning official PHB options from having setting links?
 

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I still don't understand. What do you want to be able to choose? In both the cases I mention, and in practically every other adventure ever, the PCs were a long way from home. They are not going to run into any relatives.
we want to be able to choose to tangibly be from the place we're adventuring in, to have pre-established ties, dynamics and histories with various factions, organizations and people that will influence our character's choices as they adventure, not everybody wants to be some waif, stray or vagrant from over the horizon, to be the man with no name just passing through with no care for any of the people we encounter, some of us want to be like Gimli, who is excited to visit and grieves when he learns of all his kin and a great dwarven city were felled at Moria, some of us want our character to know and feel the cultural significance when they visit Koom Valley, where my father, my grandmother, my grandmother's father and even his father all fought on those grounds in the great battles against the trolls generation after generation because my people have A History there that goes back more than 15 years.
 

I think that, in general, the desire for the setting to offer hooks to player options is very understandable. I support the general desire for a setting that incorporates baseline assumptions and gives players story hooks for their species, class, and background.

Part of the 4e-era Points of Light setting and the 5e Mike Mearls-era initiative to bring everything into the Sword Coast are both well-intentioned in this regard, I think: the idea that you have multiple different settings each with a snippet of iconic D&D tropes (e.g. dragon wars are in Dragonlance, elemental evil in Greyhawk, etc.) is a consequence of path dependency and it'd be better if we had one setting that was well-served for most adventures and that players could generally grow to love. Focusing on one setting has worked well for Paizo, for example.

I agree also with those who mentioned earlier in the thread that Wildemount was an official setting that very much used modern sensibilities to provide a good, at-the-time-modern sandbox to play in. It helps that the book is fantastic.

The difficulty with creating a 5e-based setting is that, in my experience, changes to the rules might be welcomed mechanically but are often at odds with player expectation. For example, someone in this thread mentioned that a 5.5 setting would be very cosmopolitan, with species intermingling together everywhere, since there's a much greater emphasis on background. Some may want that, but most of the time, when I get a player that chooses, say, a dwarf (especially a new player), that player more often than not wants the quintessential dwarf experience to be true for most dwarf NPCs even if it is not true for that player's particular character. They want the vaulted halls, underground kingdoms, lost treasures, rowdy drinking and loud personalities to be present. I think this is understandable. You might suggest that this player is well-served by other settings, and that the new setting should ignore this. That may be, but now this hypothetical future setting release is fracturing the player base rather than creating a baseline setting.

If WotC wants to create a baseline fantasy setting that incorporates the new additions (e.g. species such as the dragonborn, classes such as the artificer) and defines old additions not well-represented, that is a challenging request. As others have said, it has diminishing returns and it competes for space with settings with an already built-in customer base.

I don't think a new full-fledged setting is necessary, but I would really like some lore support for these new options. There were significant efforts in early 5e days to provide context for traditionally unrepresented races in a general sort of way: for example, Mordenkainen's Tome of Foes had a whole chapter on halflings and gnomes, which had never gotten much attention in Greyhawk and FR. I use that chapter extensively. I am confident we would have gotten to dragonborn eventually if that style of book hadn't been abandoned. Maybe a return to this sort of lore chapter could address those who wish for story hooks for a game component (say, the dragonborn), without alienating the already set customers of other baseline fantasy settings.
 

I still don't understand. What do you want to be able to choose? In both the cases I mention, and in practically every other adventure ever, the PCs were a long way from home. They are not going to run into any relatives.
I think he wants the abilty to choose both
  1. I am a Dragonborn from a far-away location that no onehere is likely to know about anyway and I and the DM can (and have to) make up stuff.
  2. I am a Dragonborn from a community in a location perhaps only a few days or weeks away that people here might have heard of and is well-defined enough that the DM and I can refer to and build on.
 

I really can’t understand why you think this matters.

Last time I played an elf, in Witchlight, I encountered no other elves. This in no way impeded my ability to role play an elf. I used their long lifespan as a hook. Last time I played a dwarf, in an Eberron-set adventure, I encountered no other dwarves. Not an issue.
i probably should've replied to this as part of my last post
no, it didn't impede your ability to play an elf, but do you not think that it's a shame or a loss, even a little bit, that your elf never got a chance to show an emotion tied to who they are and how they relate distinct to the place they're in? to say 'hey, the great elven refuge 'mellon bastiar' lies over these hills, they would welcome me and my companions with open arms for all elves here in witchlight vow to stick together' or 'i would not travel that way, could we not find another path? there are those who hate all of my kin and would strike me down as soon as they saw my ears or heard my native tongue leave my mouth'
 


That doesn't justify doing it for new species either or make it better that gnomes and halflings have no deep connections to the setting.
Halflings don’t have any “deep connections” to Middle Earth either. The vast majority of people don’t know they exist, and they don’t appear in any of the histories until the affair with the Ring.
 

we want to be able to choose to tangibly be from the place we're adventuring in
That basically means your character can never leave home. Adventures don’t happen at home. Adventurers leave home to seek out adventure. That is what makes them not-commoners. It doesn’t matter what your species is, you are not going to be surrounded by your relatives whilst on an adventure.

Hence the “you meet in an inn” trope. And inn is a place where travellers from different places meet up to travel together for mutual support (see The Canterbury Tales).

And even if for some reason the adventure does come to your home, there is no reason why your home must be inhabited by people who look just like you. Your friends and family do not need to belong to the same species as you.
 

Halflings don’t have any “deep connections” to Middle Earth either. The vast majority of people don’t know they exist, and they don’t appear in any of the histories until the affair with the Ring.
and that is significant about them in the context of middle earth, they are not well known, they are not doers of great deeds, they are humble folk not known or cared about by the likes of sauron, but that is different from them being an unknown sailing onto the continent five minutes before the plot starts to pick up the ring from a random human in the human equivalent of the shire
That basically means your character can never leave home. Adventures don’t happen at home. Adventurers leave home to seek out adventure. That is what makes them not-commoners. It doesn’t matter what your species is, you are not going to be surrounded by your relatives whilst on an adventure.

Hence the “you meet in an inn” trope. And inn is a place where travellers from different places meet up to travel together for mutual support (see The Canterbury Tales).

And even if for some reason the adventure does come to your home, there is no reason why your home must be inhabited by people who look just like you. Your friends and family do not need to belong to the same species as you.
how small are you considering 'home' to be? adventures do happen at home, we're not talking about a single town or village here, the fellowship crossed the best part of a continent and were still running into kin and places they knew, places that had history and ties for them, but plonk a party of assorted dragonborn, tieflings and goliaths into middle earth and no matter if you add in a city here or there, you're never going to have the significance of connection if you were doing the same as man, elf or dwarf.
 

I still don't understand. What do you want to be able to choose? In both the cases I mention, and in practically every other adventure ever, the PCs were a long way from home. They are not going to run into any relatives.
That's .... not true at all. Phandelver - you can certainly be FROM Phandelver or any of the nearby towns or Neverwinter if you chose. Entire campaign from 1st to 15th level never moves more than a week from the starting point.

Waterdeep Dragon-Heist - Entire campaign takes place within Waterdeep.
Dungeon of the Mad Mage - Ditto

Rime of the Frostmaiden - all adventures take place within the 10 towns.

Candlekeep Mysteries - nearly all adventures occur within a couple of days to a week or so travel from Candlekeep. IIRC, there are two adventures that do take place further away.

There's four adventures right there where the PC's are not a long way from home.

That might be true in your games. Fair enough, but, it's almost never true in mine. Heck, even my current Out of the Abyss game is still all within a few hundred miles of the starting point. The party very much will run into relatives.
 

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