<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Divided and Conquered</title>
	<atom:link href="http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/feed/" rel="self" type="application/rss+xml" />
	<link>http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/</link>
	<description>Five veteran gamers, plus special guests, share their insights, rants, and raves about all things gaming, especially board games and RPGs.</description>
	<pubDate>Sun, 12 Oct 2008 10:40:53 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.1</generator>
		<item>
		<title>By: Smite</title>
		<link>http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/#comment-51110</link>
		<dc:creator>Smite</dc:creator>
		<pubDate>Wed, 16 Apr 2008 15:33:01 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/#comment-51110</guid>
		<description>&lt;p&gt;&lt;em&gt;I don’t see good as being “boring,” but rather the preferred means of interaction between sentient species.&lt;/em&gt; - Sounds kind of boring to me. Good is only exciting when it stands in opposition to evil, which is why we like Superman more than Clark Kent, even though both are presumably equally good. Or Indiana Jones out in the field, not the classroom.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;And human civilizations don’t have to resemble the farms and manors of medieval Europe - that was simply the basis for the Greyhawk campaign.&lt;/em&gt; - I think it's fair to say that all core fantasy, from Tolkienn to D&#38;D and beyond, springs originally from the history, stories, and societies of medieval Europe. Sure, it's grown out in many vibrant ways, but that's where the heart is.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Good kingdoms don’t (usually) seek to start wars unless there’s a good reason for it - evil cultures would attack peaceful settlements for no other reason than they can or for profit&lt;/em&gt; - designating the Vikings and the Mongols "evil" (to name two) by means of this calculus would be a sad and shortsighted caricature of history's rich tapestry.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Lamenting the lost Druid class?&lt;/em&gt; - who isn't!?&lt;/p&gt;

&lt;p&gt;&lt;em&gt;I once played around with the idea of a world where all of the “typical” fantasy races had actually been created by ancient elder dragons for use as servants.&lt;/em&gt; - not bad, but we're gonna need room for giants and demons and vampires and wizards, etc, etc.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p><em>I don’t see good as being “boring,” but rather the preferred means of interaction between sentient species.</em> - Sounds kind of boring to me. Good is only exciting when it stands in opposition to evil, which is why we like Superman more than Clark Kent, even though both are presumably equally good. Or Indiana Jones out in the field, not the classroom.</p>
<p><em>And human civilizations don’t have to resemble the farms and manors of medieval Europe - that was simply the basis for the Greyhawk campaign.</em> - I think it&#8217;s fair to say that all core fantasy, from Tolkienn to D&amp;D and beyond, springs originally from the history, stories, and societies of medieval Europe. Sure, it&#8217;s grown out in many vibrant ways, but that&#8217;s where the heart is.</p>
<p><em>Good kingdoms don’t (usually) seek to start wars unless there’s a good reason for it - evil cultures would attack peaceful settlements for no other reason than they can or for profit</em> - designating the Vikings and the Mongols &#8220;evil&#8221; (to name two) by means of this calculus would be a sad and shortsighted caricature of history&#8217;s rich tapestry.</p>
<p><em>Lamenting the lost Druid class?</em> - who isn&#8217;t!?</p>
<p><em>I once played around with the idea of a world where all of the “typical” fantasy races had actually been created by ancient elder dragons for use as servants.</em> - not bad, but we&#8217;re gonna need room for giants and demons and vampires and wizards, etc, etc.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: KarasDjun</title>
		<link>http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/#comment-51103</link>
		<dc:creator>KarasDjun</dc:creator>
		<pubDate>Tue, 15 Apr 2008 17:56:27 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/#comment-51103</guid>
		<description>&lt;p&gt;Hmmm, I don't see good as being "boring," but rather the preferred means of interaction between sentient species. Without all the grayness of the modern day, where we always question the difference between right and wrong, evil and good are personified in deities and outsiders in the D&#38;D multiverse. And human civilizations don't have to resemble the farms and manors of medieval Europe - that was simply the basis for the Greyhawk campaign. Blackmoor never really ascribed to that exact model, and later campaigns used it only because it seemed they knew no better. You get really bizarre when you start getting into things like Darksun, Spelljammer, etc.&lt;/p&gt;

&lt;p&gt;And you shouldn't think that all evil is allied against good. It just is represented that way because while good is pacifistic, evil is antagonistic. Good kingdoms don't (usually) seek to start wars unless there's a good reason for it - evil cultures would attack peaceful settlements for no other reason than they can or for profit (or to further their cunning plans). Therefore is SEEMS that every creature in the Monster Manual wants to attack good nations, when its the peace and prosperity that the good nations have that entices evil to attack. Think of it as "jealous neighbor" syndrome.&lt;/p&gt;

&lt;p&gt;I've liked the discussions here about using the system mechanics as the basis for the campaign, something I've been doing myself in recent years. It appears that apocalyptic beginnings are fairly common to many campaigns these days. Can't you have adventures set in a world where the current generations ARE the dungeon builders and they are "points-of-light" because the world is sparsely inhabited? That would be truly an Epic campaign since you could say that the gods themselves have only recently ascended/departed and left behind some nasty surprises or progeny - perhaps a God War reshaped/reformed creation or the very act of creation is how the Gods wage war. This way the world is new and fresh, but possibly with hidden secrets deeply buried. A new world leads to exploration and curiosity; open areas of wilderness let the players become rulers. All the knowledge in the Core Rules could represent the breadth of current knowledge in the world - new rules and supplemental material could then evolve as it is introduced. Lamenting the lost Druid class? When it returns in the rules, perhaps there are separatist holy men in the wilderness forming their own religion and evolving into what will become druids. Just a few thoughts.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hmmm, I don&#8217;t see good as being &#8220;boring,&#8221; but rather the preferred means of interaction between sentient species. Without all the grayness of the modern day, where we always question the difference between right and wrong, evil and good are personified in deities and outsiders in the D&amp;D multiverse. And human civilizations don&#8217;t have to resemble the farms and manors of medieval Europe - that was simply the basis for the Greyhawk campaign. Blackmoor never really ascribed to that exact model, and later campaigns used it only because it seemed they knew no better. You get really bizarre when you start getting into things like Darksun, Spelljammer, etc.</p>
<p>And you shouldn&#8217;t think that all evil is allied against good. It just is represented that way because while good is pacifistic, evil is antagonistic. Good kingdoms don&#8217;t (usually) seek to start wars unless there&#8217;s a good reason for it - evil cultures would attack peaceful settlements for no other reason than they can or for profit (or to further their cunning plans). Therefore is SEEMS that every creature in the Monster Manual wants to attack good nations, when its the peace and prosperity that the good nations have that entices evil to attack. Think of it as &#8220;jealous neighbor&#8221; syndrome.</p>
<p>I&#8217;ve liked the discussions here about using the system mechanics as the basis for the campaign, something I&#8217;ve been doing myself in recent years. It appears that apocalyptic beginnings are fairly common to many campaigns these days. Can&#8217;t you have adventures set in a world where the current generations ARE the dungeon builders and they are &#8220;points-of-light&#8221; because the world is sparsely inhabited? That would be truly an Epic campaign since you could say that the gods themselves have only recently ascended/departed and left behind some nasty surprises or progeny - perhaps a God War reshaped/reformed creation or the very act of creation is how the Gods wage war. This way the world is new and fresh, but possibly with hidden secrets deeply buried. A new world leads to exploration and curiosity; open areas of wilderness let the players become rulers. All the knowledge in the Core Rules could represent the breadth of current knowledge in the world - new rules and supplemental material could then evolve as it is introduced. Lamenting the lost Druid class? When it returns in the rules, perhaps there are separatist holy men in the wilderness forming their own religion and evolving into what will become druids. Just a few thoughts.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MetalJim</title>
		<link>http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/#comment-51102</link>
		<dc:creator>MetalJim</dc:creator>
		<pubDate>Tue, 15 Apr 2008 17:24:11 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2008/04/15/divided-and-conquered/#comment-51102</guid>
		<description>&lt;p&gt;I once played around with the idea of a world where all of the "typical" fantasy races had actually been created by ancient elder dragons for use as servants.  The proud red dragons had created kobolds, because they didn't expect much from their servants.  Black dragons were linked to kuo-toa, yuan-ti to green dragons, hobgoblins to blue dragons, and so forth.  Humans were merely the preferred pets of benevolent silver dragons.  In a world where the old dragon gods had fallen out of favor, you could easily have a setting where the other races are locked in struggle against one another, and the humans are just one minor enclave of a very threatening and chaotic world.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I once played around with the idea of a world where all of the &#8220;typical&#8221; fantasy races had actually been created by ancient elder dragons for use as servants.  The proud red dragons had created kobolds, because they didn&#8217;t expect much from their servants.  Black dragons were linked to kuo-toa, yuan-ti to green dragons, hobgoblins to blue dragons, and so forth.  Humans were merely the preferred pets of benevolent silver dragons.  In a world where the old dragon gods had fallen out of favor, you could easily have a setting where the other races are locked in struggle against one another, and the humans are just one minor enclave of a very threatening and chaotic world.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
