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WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="Haldrik" data-source="post: 8029374" data-attributes="member: 6694221"><p>Maybe the Monster Manuals be brief with a light touch, when describing possible factions that a DM might find interesting.</p><p></p><p>But then, each Setting Guide would go into more detail about any factions that are salient within the setting.</p><p></p><p>Factions can be territorial, regional, neighborhood, business association, criminal network, political alliance, addiction recovery, gaming activity, arcane society, bardic college, sex club, dating service, exclusive night club, religious community, ethnic cultural organization, social activist party, secret society, or almost any kind of reallife grouping. The Lolth faction is an example of a "racist supremacist" faction.</p><p></p><p>Anyway, I prefer the core rules to be flavor free, with only a light touch of possible compartmentalized suggestive options, that a DM can opt into or easily ignore. By contrast, the purpose of a setting guide is to weave elaborate narratives together to show how to flesh out these minimalist core rules, to build a functioning world.</p><p></p><p>Different settings would have different factions and different narratives. The factions that are true for Orcs in one setting would be untrue in an other setting. So there is no point for a Monster Manual to be too elaborate about each faction anyway. A Setting Guide on the other hand would emphasize and elaborate details about each faction as a valuable source for narrative conflicts that make the adventure stories meaningful and exciting.</p></blockquote><p></p>
[QUOTE="Haldrik, post: 8029374, member: 6694221"] Maybe the Monster Manuals be brief with a light touch, when describing possible factions that a DM might find interesting. But then, each Setting Guide would go into more detail about any factions that are salient within the setting. Factions can be territorial, regional, neighborhood, business association, criminal network, political alliance, addiction recovery, gaming activity, arcane society, bardic college, sex club, dating service, exclusive night club, religious community, ethnic cultural organization, social activist party, secret society, or almost any kind of reallife grouping. The Lolth faction is an example of a "racist supremacist" faction. Anyway, I prefer the core rules to be flavor free, with only a light touch of possible compartmentalized suggestive options, that a DM can opt into or easily ignore. By contrast, the purpose of a setting guide is to weave elaborate narratives together to show how to flesh out these minimalist core rules, to build a functioning world. Different settings would have different factions and different narratives. The factions that are true for Orcs in one setting would be untrue in an other setting. So there is no point for a Monster Manual to be too elaborate about each faction anyway. A Setting Guide on the other hand would emphasize and elaborate details about each faction as a valuable source for narrative conflicts that make the adventure stories meaningful and exciting. [/QUOTE]
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