Alright I'll bite. What did they do to it?
The best lore is lore made at the table with the players. The rest is just gm inspiration.
Yeah, my friends and I always used Forgotten Realms lore as a base in homebrew settings and then just do whatever on top of it, like that one time we had chocobos in a campaign LOL
I read the Forgotten Realms books for 3.5 like books because most of them is lore and not necessarily rules, and I think it was pretty dope back then. I would always use it for the basis of my campaigns, but I would place it somewhere that didn't have a lot of stuff already written about it so I could kinda of do my own thing while still having all the content and the ability to use things I didn't create if it made sense to do so.
Slightly unpopular opinion: All official lore is crap and should be generally ignored. (Even the stuff I kind of like) If I want to play in a world where what I can do is limited by the generic, inoffensive, middle-of-the-road, crowd-pleasing writers at some corporation I'll just play a AAA video game. The ability to be participatory in the creation and evolution of the in-game world is what makes TTRPGs different from consumer media. Why would you give that part up, but still leave yourself with all the cognitive load?
I disagree. I think having a base to work from is helpful, both to players and DMs.
For example I don't want to create a pantheon of gods. I might want to create a few unique gods within my setting, and if they conflict I'll change some rules accordingly, but I want something to build off of. Similarly if a player wants to create a paladin or cleric they can just pull from the standard list.
Also if the official lore is fun, it's more fun to build off of. I'll enjoy reading it more and I'll enjoy using it.
Absolutely agree. I set a game in the real(ish) world once, so it was a setting where everyone knew the base "lore." It was so nice! I could reference things, name-drop countries, and introduce old grudges without having to exposition it all. People just got things. We've since done enough games on the sword coast that that works too, now.
This is probably why Greg Stafford, the guy most responsible for Runequest and Glorantha's deep and wide lore came up with his sort of prime directive: "Your Glorantha Will Vary". He presented his version of the lore but wanted people to re-write it to their hearts' content.
I'm gonna need some context
Play Pathfinder, like an adult.
Pathfinder is superior to D&D ethically, morally and mechanically. Fight me.
I'll fight you! In a game of Pathfinder of course.
Roll Lore: Gaming for initiative!
I got two wizards and a skull. What the fuck is up with these dice
Let people play what they want to play.
Sure, but every time someone's like "I'm going to do a game of secret modern day vampires doing political intrigue in DND" I'm going to judge them.
Sorry, wanted it to come off as a joke. I think Pathfinder is better, but I love dnd too.
Doesn't mean people can't give and receive recommendations!
Right, but I don't think calling people children for playing one game over another is the way to do it.
No, that's true.
Play GURPS, like a real adult.
I have the same reaction with the gameplay as well.
They somehow managed to add more crunch and complexity without improving neither the balance nor the turn-to-turn variety. I'm honestly impressed by their sheer incompetence.
Them: "We'll be taking advice from the community!!!!"
Me: Oh no. Oh well, Pathfinder it is!
Ergh, I always ignore the lore anyway.
I sometimes steal pieces of it, if only for inspiration, but I love worldbuilding and making up my own settings.
I'm currently running an adventure in a Spelljammer setting where most of the previous D&D campaigns I've run over the years exist on different planets, with elements of all of them now able to make cameos or interact with each other. It's wild.
I'm reminded of the story of Garg and Moonslicer, and I wish more publishers would lean in to this approach to good and evil. A purely lore approach would be enough to frame the conflict around, some races are naturally social creatures, and some races are naturally antisocial. Both have hierarches, but not all races have the same natural concepts of fairness and justice. Any individual can embrace either world view or a mix, but one comes more naturally to each race. Even if humanity is naturally a good race (debatable, but whatever), members can obviously deviate significantly.
Ultimately it doesn't mater what race the slavers are, I'm not going to worry about the ethics of self-defensing a party of slavers to death as PC or GM.
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