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Author Topic: Games: Dungeons and Dragons  (Read 3339 times)


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Re: Dungeons and Dragons
« Reply #30 on: September 11, 2018, 02:44:45 am »
Well, I'll admit that I used to be a "lore lawyer." I ran a few campaigns with fellow Forgotten Realms buffs back in 3.5, and we tried to stick as close to the lore of that setting as possible.

I read a lot of D&D literature, particularly R.A. Salvatore's work, and so I'm almost as familiar with the narrative intricacies of the Forgotten Realms setting as many other people are with the lore of StarWars or Tolkien. So for me the default lore written in the source books does make a difference in how the game feels for me to play, because I know the FR setting so well.

I could always adapt Pathfinder's rules to the world of Forgotten Realms, of course, but it's not as easy as cracking open a MM or DMG that was written with that setting in mind.

Ah, this could be a difference in how people fandom then. LIke rules, I also treat "canon" as a suggestion/blueprint/springboard rather than the fixed-in-stone law. Whether it's fan fiction (because the canon story didn't scratch a particular itch I wanted it to) or DND lore (because the lore doesn't cover the specific thing I want to do but other systems like Call of Cthulu or Pathfinder or writing my own system would require an investment of time to learn for both me AND my rather casual-fan players), it's a matter of taking the kit I was given and making my own thing out of it.

... a dichotomy of lawful vs chaotic, I suppose ;)


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