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WotC's 4E Setting approach - was it a mistake?
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<blockquote data-quote="Henry" data-source="post: 5327420" data-attributes="member: 158"><p>I have to agree with this, from personal experience of gamers I've met who could be considered "average gamers." Anyone who frequents any of ENWorld, RPGnet, Dragonsfoot, et. al. more than, say, once a month I don't believe qualify as "average gamers".</p><p></p><p>Most "average gamers" I've met will grab the setting books for that setting, then take something like the published modules both unofficial and official (or possibly Dungeon Magazine, which is possibly stretching it), and then shoehorn them in and run with it. Most average roleplayers don't care as much for in-depth setting detail, don't care what secret societies Mirt the Moneylender's a part of, nor what the connection between the Sodkillers and the Mercykillers is - they usually want just enough for flavor, and they showhorn in the other premade stuff.</p><p></p><p>The people who care most for "abandoned" settings are in my experience the ones who enjoy the immersive details of settings, who want the option of every last nook being filled with detail to pull out for use, and who without hesitation would buy a 20-book leather-bound set of encyclopedias for their favorite setting, filled with maps, fabric bookmarks, and every factoid possible, and so much the better if at least half is new material. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The majority of the gaming public, from what I've seen, just want enough to get their setting up and running, and a bunch of pre-written adventures that don't contain tons of plot twists and world-specific nuances so they can pick and choose which to use in the regular weeknight game.</p></blockquote><p></p>
[QUOTE="Henry, post: 5327420, member: 158"] I have to agree with this, from personal experience of gamers I've met who could be considered "average gamers." Anyone who frequents any of ENWorld, RPGnet, Dragonsfoot, et. al. more than, say, once a month I don't believe qualify as "average gamers". Most "average gamers" I've met will grab the setting books for that setting, then take something like the published modules both unofficial and official (or possibly Dungeon Magazine, which is possibly stretching it), and then shoehorn them in and run with it. Most average roleplayers don't care as much for in-depth setting detail, don't care what secret societies Mirt the Moneylender's a part of, nor what the connection between the Sodkillers and the Mercykillers is - they usually want just enough for flavor, and they showhorn in the other premade stuff. The people who care most for "abandoned" settings are in my experience the ones who enjoy the immersive details of settings, who want the option of every last nook being filled with detail to pull out for use, and who without hesitation would buy a 20-book leather-bound set of encyclopedias for their favorite setting, filled with maps, fabric bookmarks, and every factoid possible, and so much the better if at least half is new material. :) The majority of the gaming public, from what I've seen, just want enough to get their setting up and running, and a bunch of pre-written adventures that don't contain tons of plot twists and world-specific nuances so they can pick and choose which to use in the regular weeknight game. [/QUOTE]
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