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WotC's Chris Perkins Talks Realms & Sundering
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7655612" data-attributes="member: 12388"><p>Not everybody purchases setting books for heavy details. </p><p></p><p>Some DMs--in fact, a lot of DMs, myself included--want the basic details of the setting and then room to maneuver. Overwriting established campaign information is a waste of time when there are cities and places isolated enough that the DM can fill them in. </p><p></p><p>What once made the Realms useful was that so much of it was wide open. It had the right mix of detail and open spaces to really catch the imaginations of DMs and set them on the path to building their own cities, nations, etc., in the Realms. </p><p></p><p>Part of being a DM is worldbuilding. Even in an established setting. That promotes ownership, enthusiasm and constant interest on the part of the DM (and the players, if the DM is any good).</p><p></p><p>The Realms will best serve 5E D&D by having a combination of both attributes: areas of detail and areas that are sparsely detailed. </p><p></p><p>This way WotC can preserve the concept of levels of immersion in the setting, and can be comfortable saying to DMs "You don't have to play in Waterdeep. No worries. Here are all these other places we're leaving alone so you the DM can exercise your creative muscles and really deliver a custom campaign experience to your players."</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7655612, member: 12388"] Not everybody purchases setting books for heavy details. Some DMs--in fact, a lot of DMs, myself included--want the basic details of the setting and then room to maneuver. Overwriting established campaign information is a waste of time when there are cities and places isolated enough that the DM can fill them in. What once made the Realms useful was that so much of it was wide open. It had the right mix of detail and open spaces to really catch the imaginations of DMs and set them on the path to building their own cities, nations, etc., in the Realms. Part of being a DM is worldbuilding. Even in an established setting. That promotes ownership, enthusiasm and constant interest on the part of the DM (and the players, if the DM is any good). The Realms will best serve 5E D&D by having a combination of both attributes: areas of detail and areas that are sparsely detailed. This way WotC can preserve the concept of levels of immersion in the setting, and can be comfortable saying to DMs "You don't have to play in Waterdeep. No worries. Here are all these other places we're leaving alone so you the DM can exercise your creative muscles and really deliver a custom campaign experience to your players." [/QUOTE]
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WotC's Chris Perkins Talks Realms & Sundering
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