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	<title>Comments on: Let&#039;s Talk About Fluff</title>
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	<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Hadley</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62944</link>
		<dc:creator>Hadley</dc:creator>
		<pubDate>Tue, 24 Mar 2009 19:23:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62944</guid>
		<description>The thing that bugs me about fluff is how it turns into this mental roadblock for GM&#039;s.  Just because warforged aren&#039;t in the fluff of forgotten realms, why can&#039;t you (as a GM) allow them in.  Does their existence in the world bring about armageddon?  Do they break the balance of races available, that warforged are practically gods?

If it isn&#039;t explicitly laid out in the fluff, some GM&#039;s brains go into comatose.  So lack of fluff means room for creativity.</description>
		<content:encoded><![CDATA[<p>The thing that bugs me about fluff is how it turns into this mental roadblock for GM&#8217;s.  Just because warforged aren&#8217;t in the fluff of forgotten realms, why can&#8217;t you (as a GM) allow them in.  Does their existence in the world bring about armageddon?  Do they break the balance of races available, that warforged are practically gods?</p>
<p>If it isn&#8217;t explicitly laid out in the fluff, some GM&#8217;s brains go into comatose.  So lack of fluff means room for creativity.</p>
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		<title>By: A Comparison of Content &#124; Critical Hits</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62943</link>
		<dc:creator>A Comparison of Content &#124; Critical Hits</dc:creator>
		<pubDate>Thu, 18 Dec 2008 15:47:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62943</guid>
		<description>[...] is a better book than most simply because it has more words in it.  There&#8217;s no denying that 4th Edition has less fluff in it than its predecessor, but in my opinion the fact that Wizards is not simply reselling us the [...]</description>
		<content:encoded><![CDATA[<p>[...] is a better book than most simply because it has more words in it.  There&#8217;s no denying that 4th Edition has less fluff in it than its predecessor, but in my opinion the fact that Wizards is not simply reselling us the [...]</p>
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		<title>By: Jonathan Drain's D&#38;D Blog</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62942</link>
		<dc:creator>Jonathan Drain's D&#38;D Blog</dc:creator>
		<pubDate>Sat, 05 Jul 2008 11:10:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62942</guid>
		<description>I don&#039;t mind the lack of fluff. That&#039;s what we have our imaginations for!

Jonathan Drain&#039;s D&amp;D Blog&#039;s last post: &lt;a href=&quot;http://d20.jonnydigital.com/2008/06/7-habits-of-a-successful-dungeon-master&quot; rel=&quot;nofollow&quot;&gt;7 Habits of a Successful Dungeon Master&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t mind the lack of fluff. That&#8217;s what we have our imaginations for!</p>
<p>Jonathan Drain&#8217;s D&amp;D Blog&#8217;s last post: <a href="http://d20.jonnydigital.com/2008/06/7-habits-of-a-successful-dungeon-master" rel="nofollow">7 Habits of a Successful Dungeon Master</a></p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62941</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Thu, 03 Jul 2008 14:19:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62941</guid>
		<description>Well, I&#039;m definitely glad to see most of you think the choices made on fluff were good ones.

Mea:  I&#039;d actually forgotten about the lore checks, I love those as a way to read information because it really gives you a progression of detail based on what DC the characters can reach with their skill.  Also something just reads nicely about the monsters going from general to specifics, like a natural process of education even for the DM.</description>
		<content:encoded><![CDATA[<p>Well, I&#8217;m definitely glad to see most of you think the choices made on fluff were good ones.</p>
<p>Mea:  I&#8217;d actually forgotten about the lore checks, I love those as a way to read information because it really gives you a progression of detail based on what DC the characters can reach with their skill.  Also something just reads nicely about the monsters going from general to specifics, like a natural process of education even for the DM.</p>
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		<title>By: Mea</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62940</link>
		<dc:creator>Mea</dc:creator>
		<pubDate>Thu, 03 Jul 2008 10:24:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62940</guid>
		<description>REally there is more fluff tere thant you&#039;d think, the &quot;hidden fluff&quot; as greywulf said.

Where does most of the fluff actually come in in my oppinion? Read those Lore Checks.

I think the people might be making a real point if they said that this reduced fluff put the new DM at a disadvantage. Without a rich back history they might not easily be able to define what they want drow to be in &quot;their world&quot;. But really.. how many of us DM the first time we ever play D&amp;D. There&#039;s a smaller portion of the small. And, still more importantly, at least the DM reading the book shouldn&#039;t be mind boggled at the mechanics like previous editions. And the Fresh off the printing rom floor DM would probably have fresh players too.</description>
		<content:encoded><![CDATA[<p>REally there is more fluff tere thant you&#8217;d think, the &#8220;hidden fluff&#8221; as greywulf said.</p>
<p>Where does most of the fluff actually come in in my oppinion? Read those Lore Checks.</p>
<p>I think the people might be making a real point if they said that this reduced fluff put the new DM at a disadvantage. Without a rich back history they might not easily be able to define what they want drow to be in &#8220;their world&#8221;. But really.. how many of us DM the first time we ever play D&amp;D. There&#8217;s a smaller portion of the small. And, still more importantly, at least the DM reading the book shouldn&#8217;t be mind boggled at the mechanics like previous editions. And the Fresh off the printing rom floor DM would probably have fresh players too.</p>
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		<title>By: TheMainEvent</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62939</link>
		<dc:creator>TheMainEvent</dc:creator>
		<pubDate>Thu, 03 Jul 2008 00:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62939</guid>
		<description>The lack of Fluff in my mind is a wise choice.  For everyone that points their finger at 4E being just like WoW consider what lack of fluff does... it makes people really come up with their own stuff and own world which is EXACTLY what you cannot do in WoW.  It emphasizes the creativity right off the bat from the minute the DM starts the game.</description>
		<content:encoded><![CDATA[<p>The lack of Fluff in my mind is a wise choice.  For everyone that points their finger at 4E being just like WoW consider what lack of fluff does&#8230; it makes people really come up with their own stuff and own world which is EXACTLY what you cannot do in WoW.  It emphasizes the creativity right off the bat from the minute the DM starts the game.</p>
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		<title>By: Tomcat1066</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62938</link>
		<dc:creator>Tomcat1066</dc:creator>
		<pubDate>Thu, 03 Jul 2008 00:00:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62938</guid>
		<description>Of all the problems I&#039;ve got with 4th edition, the lack of fluff is so minor it barely even registers.

Besides, many DMs rewrite the fluff to fit their own worlds anyways, so by not including it in the PHB and MM, they just saved space.</description>
		<content:encoded><![CDATA[<p>Of all the problems I&#8217;ve got with 4th edition, the lack of fluff is so minor it barely even registers.</p>
<p>Besides, many DMs rewrite the fluff to fit their own worlds anyways, so by not including it in the PHB and MM, they just saved space.</p>
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		<title>By: Ablefish</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62937</link>
		<dc:creator>Ablefish</dc:creator>
		<pubDate>Wed, 02 Jul 2008 20:19:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62937</guid>
		<description>Based on what I&#039;ve seen from DDI articles, I think we&#039;re going to get a lot of good fluff in Dragon.  I like that the PHB is mainly crunch.. I want to use it for rules and in-game reference really.

Looking forward to the campaign settings for some good fluff.  (And shifty shifters shifting while shifted).</description>
		<content:encoded><![CDATA[<p>Based on what I&#8217;ve seen from DDI articles, I think we&#8217;re going to get a lot of good fluff in Dragon.  I like that the PHB is mainly crunch.. I want to use it for rules and in-game reference really.</p>
<p>Looking forward to the campaign settings for some good fluff.  (And shifty shifters shifting while shifted).</p>
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		<title>By: Wooglin</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62936</link>
		<dc:creator>Wooglin</dc:creator>
		<pubDate>Wed, 02 Jul 2008 18:29:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62936</guid>
		<description>I haven&#039;t been a &quot;fluffer&quot; for a long time. I sort of enjoy getting the rules, classes, etc. in a book more, these days. I almost always game in my own home-created settings, so I ignore so much of that.

Now, if you&#039;re going to create an interesting monster, I&#039;d like to know a little bit about how it fights, etc. But that&#039;s about it.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t been a &#8220;fluffer&#8221; for a long time. I sort of enjoy getting the rules, classes, etc. in a book more, these days. I almost always game in my own home-created settings, so I ignore so much of that.</p>
<p>Now, if you&#8217;re going to create an interesting monster, I&#8217;d like to know a little bit about how it fights, etc. But that&#8217;s about it.</p>
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		<title>By: OriginalSultan</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62935</link>
		<dc:creator>OriginalSultan</dc:creator>
		<pubDate>Wed, 02 Jul 2008 17:07:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62935</guid>
		<description>Fluff is good, but mechanics are better.  With a game like D&amp;D where a lot of the fluff can be made up, there is little need to include large amounts of fluff if it would mean taking away from including information about the mechanics/rules.</description>
		<content:encoded><![CDATA[<p>Fluff is good, but mechanics are better.  With a game like D&amp;D where a lot of the fluff can be made up, there is little need to include large amounts of fluff if it would mean taking away from including information about the mechanics/rules.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62934</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Wed, 02 Jul 2008 16:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62934</guid>
		<description>I think there&#039;s a lot of people who are upset not at the lack of fluff, but what&#039;s there is different than what has been in D&amp;D before. I know I had a long-running discussion this past weekend where his argument was &quot;it&#039;s always been there&quot; and my argument was &quot;I don&#039;t care that it&#039;s always been there.&quot;

Mearls said specifically in the talks that they were trying to leverage D&amp;D&#039;s main strength: that you can make stuff up, and tried to limit barriers to that (like his example about creating a new Abyssal layer for Orcus&#039;s Zombie Closet instead of having to worry that it already existed.)</description>
		<content:encoded><![CDATA[<p>I think there&#8217;s a lot of people who are upset not at the lack of fluff, but what&#8217;s there is different than what has been in D&#038;D before. I know I had a long-running discussion this past weekend where his argument was &#8220;it&#8217;s always been there&#8221; and my argument was &#8220;I don&#8217;t care that it&#8217;s always been there.&#8221;</p>
<p>Mearls said specifically in the talks that they were trying to leverage D&#038;D&#8217;s main strength: that you can make stuff up, and tried to limit barriers to that (like his example about creating a new Abyssal layer for Orcus&#8217;s Zombie Closet instead of having to worry that it already existed.)</p>
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		<title>By: Tonester</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62933</link>
		<dc:creator>Tonester</dc:creator>
		<pubDate>Wed, 02 Jul 2008 16:25:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62933</guid>
		<description>As someone coming back to D&amp;D after 20 years - I rather like having Core Books that don&#039;t spend several pages on fluff.  The mechanics are there.  There are also plenty of hooks mentioned.

Its also worth mentioning that the Dramicon (dragon book... however you spell it) will most likely contain tons of Dragonborn fluff.</description>
		<content:encoded><![CDATA[<p>As someone coming back to D&amp;D after 20 years &#8211; I rather like having Core Books that don&#8217;t spend several pages on fluff.  The mechanics are there.  There are also plenty of hooks mentioned.</p>
<p>Its also worth mentioning that the Dramicon (dragon book&#8230; however you spell it) will most likely contain tons of Dragonborn fluff.</p>
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		<title>By: longcoat000</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62932</link>
		<dc:creator>longcoat000</dc:creator>
		<pubDate>Wed, 02 Jul 2008 16:19:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62932</guid>
		<description>I love the fact that 4E is going a bit light on the fluff.  There are too many systems out now that are basically one-shot ponies where the system is entertwined with the game world.  Earthdawn is my particular gripe, although you can probably think of several others.

I find Earthdawn&#039;s step system of dice rolling brilliant and easy to use.  However, too many character abilities seem to be focused on one aspect of the game fluff (Horrors).  It would be a lot of trouble to come up with useful equivalents for all the abilities you&#039;d have to strip out of the game if you decided to use the rules as a generic D&amp;D dungeon-crawl or if you wanted to re-create a setting like Dragonlance or Middle Earth.

Having said that, I really do enjoy fluff.  Over on You Meet In A Tavern (http://www.ymiat.com/index.php?topic=1222.20), I&#039;ve even pulled fluff from Earthdawn into my Worldbuilding in 10 Easy Steps post.  Heck, I buy Warhammer &amp; 40K game books and codices just for the fluff.  But fluff should be kept seperate from the mechanics, and this is where 4E is succeeding.

Rather than come out with a million setting-specific splatbooks, WotC is limiting how many books are released for each setting.  Each setting gets a player&#039;s guide, campaign book, and an adventure.  That&#039;s it.  Everything else gets added to the basic rule set that any DM can use without having to buy a campaign setting.

Now, we all know that this is going to go out the window when Eberron is released in 2009.  But I have hopes for the system, because WotC is splitting their book types into crunch and fluff, with fluff books being &quot;editionless&quot;.  Their goal with this is that when 5E rolls around in 5 - 8 years, people can continue using fluff books without worrying about invalidating half of it&#039;s contents.  So additional setting books may just end up being fluff updates.</description>
		<content:encoded><![CDATA[<p>I love the fact that 4E is going a bit light on the fluff.  There are too many systems out now that are basically one-shot ponies where the system is entertwined with the game world.  Earthdawn is my particular gripe, although you can probably think of several others.</p>
<p>I find Earthdawn&#8217;s step system of dice rolling brilliant and easy to use.  However, too many character abilities seem to be focused on one aspect of the game fluff (Horrors).  It would be a lot of trouble to come up with useful equivalents for all the abilities you&#8217;d have to strip out of the game if you decided to use the rules as a generic D&amp;D dungeon-crawl or if you wanted to re-create a setting like Dragonlance or Middle Earth.</p>
<p>Having said that, I really do enjoy fluff.  Over on You Meet In A Tavern (<a href="http://www.ymiat.com/index.php?topic=1222.20" rel="nofollow">http://www.ymiat.com/index.php?topic=1222.20</a>), I&#8217;ve even pulled fluff from Earthdawn into my Worldbuilding in 10 Easy Steps post.  Heck, I buy Warhammer &amp; 40K game books and codices just for the fluff.  But fluff should be kept seperate from the mechanics, and this is where 4E is succeeding.</p>
<p>Rather than come out with a million setting-specific splatbooks, WotC is limiting how many books are released for each setting.  Each setting gets a player&#8217;s guide, campaign book, and an adventure.  That&#8217;s it.  Everything else gets added to the basic rule set that any DM can use without having to buy a campaign setting.</p>
<p>Now, we all know that this is going to go out the window when Eberron is released in 2009.  But I have hopes for the system, because WotC is splitting their book types into crunch and fluff, with fluff books being &#8220;editionless&#8221;.  Their goal with this is that when 5E rolls around in 5 &#8211; 8 years, people can continue using fluff books without worrying about invalidating half of it&#8217;s contents.  So additional setting books may just end up being fluff updates.</p>
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		<title>By: greywulf</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62931</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Wed, 02 Jul 2008 16:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62931</guid>
		<description>One thing that surprises me about 4e is the amount of hidden fluff there is. On first look through the 4e Monster Manual seems to be nothing but statblock after statblock, but in reality I reckon it&#039;s the most fluff-filled MM we&#039;ve had so far - it&#039;s jam packed with great little tidbits about the critters.

For example a random turn to page 136 tells us that &quot;Bugbears often decapitate their foes to honour their greatest hero, Hruggek, who is known to decapitate his enemies&quot;.

Now, it might not be world-class fluff, but it&#039;s there, and there&#039;s lots of it - each one is a potential clue or adventure hook. Good stuff.

In contrast, the PHB feels like we&#039;re only getting half a story. There&#039;s Races that reference Planes and ancient Empires. There&#039;s Gods who have worshippers, but no central fluffy world to tie it all together. &quot;Points of Light&quot; is a great campaign concept, but it was a mistake to treat it like it&#039;s the entire gameworld. PoL-style gaming would work in Greyhawk, the Realms, Sigil, or wherever - it&#039;s a technique, not a setting. It would have helped new players (and new gaming groups as a whole) if the was some easy-to-revise-or-revoke starting setting outlined in the PHB. Both Shadowfell &amp; Fallcrest and The Nentir Vale (from the DMG) fix that though, so it&#039;s all good :)</description>
		<content:encoded><![CDATA[<p>One thing that surprises me about 4e is the amount of hidden fluff there is. On first look through the 4e Monster Manual seems to be nothing but statblock after statblock, but in reality I reckon it&#8217;s the most fluff-filled MM we&#8217;ve had so far &#8211; it&#8217;s jam packed with great little tidbits about the critters.</p>
<p>For example a random turn to page 136 tells us that &#8220;Bugbears often decapitate their foes to honour their greatest hero, Hruggek, who is known to decapitate his enemies&#8221;.</p>
<p>Now, it might not be world-class fluff, but it&#8217;s there, and there&#8217;s lots of it &#8211; each one is a potential clue or adventure hook. Good stuff.</p>
<p>In contrast, the PHB feels like we&#8217;re only getting half a story. There&#8217;s Races that reference Planes and ancient Empires. There&#8217;s Gods who have worshippers, but no central fluffy world to tie it all together. &#8220;Points of Light&#8221; is a great campaign concept, but it was a mistake to treat it like it&#8217;s the entire gameworld. PoL-style gaming would work in Greyhawk, the Realms, Sigil, or wherever &#8211; it&#8217;s a technique, not a setting. It would have helped new players (and new gaming groups as a whole) if the was some easy-to-revise-or-revoke starting setting outlined in the PHB. Both Shadowfell &amp; Fallcrest and The Nentir Vale (from the DMG) fix that though, so it&#8217;s all good <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Marcel Beaudoin</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62930</link>
		<dc:creator>Marcel Beaudoin</dc:creator>
		<pubDate>Wed, 02 Jul 2008 16:07:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62930</guid>
		<description>I wonder if this will have the same (or similar) side-effect that the OGL had for developing a new crop of RPG designers. Previously, the OGL allowed anyone to (within reason) piggy-back on 3.5 and create their own campaign/system/game. See Mutants and Masterminds or Iron Heroes for some examples. Now, with the emphasis on DMs creating their own fluff/world, it might have the same effect on a much larger (but also potentially much shallower with respect to quality) scale.

Marcel Beaudoin&#039;s last post: &lt;a href=&quot;http://mudbunny.livejournal.com/1640.html&quot; rel=&quot;nofollow&quot;&gt;Long Weekends&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I wonder if this will have the same (or similar) side-effect that the OGL had for developing a new crop of RPG designers. Previously, the OGL allowed anyone to (within reason) piggy-back on 3.5 and create their own campaign/system/game. See Mutants and Masterminds or Iron Heroes for some examples. Now, with the emphasis on DMs creating their own fluff/world, it might have the same effect on a much larger (but also potentially much shallower with respect to quality) scale.</p>
<p>Marcel Beaudoin&#8217;s last post: <a href="http://mudbunny.livejournal.com/1640.html" rel="nofollow">Long Weekends</a></p>
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		<title>By: Skas</title>
		<link>http://critical-hits.com/2008/07/02/lets-talk-about-fluff/#comment-62929</link>
		<dc:creator>Skas</dc:creator>
		<pubDate>Wed, 02 Jul 2008 15:58:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=1610#comment-62929</guid>
		<description>Fluff is pretty nice, all the story and variables; however, the PHB lets you dive right in, which I think has more appeal for the masses.

I&#039;m sure they&#039;ll release more lore &amp; info eventually, I&#039;m in no huge rush.</description>
		<content:encoded><![CDATA[<p>Fluff is pretty nice, all the story and variables; however, the PHB lets you dive right in, which I think has more appeal for the masses.</p>
<p>I&#8217;m sure they&#8217;ll release more lore &amp; info eventually, I&#8217;m in no huge rush.</p>
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