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Is this game a good fit for running traditional D&D fantasy or am I "missing the point" by not embracing the weirdness?
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A lot of stuff implied in the book like the categorization of the Deeps, the wild and dangerous Itreums, the justifications of the Legacy, etc. etc. are quite neat and I understand they're all entirely optional but if I was interested in stripping things down to orcs and elves, caves and keeps, dungeons and dragons while still retaining the attractive take on character classess, combat, and skills would I be missing the point of WWN and better served with a more traditional retroclone?

I loved SWN immensely and am extremely attracted by the promise of this game but at least the implied flavor (while great) doesn't fit many of my leanings. Is it as easy to ignore as common sense would dictate or is include all of that classic apocalyptic far future alien landscape nanolegacy stuff a strength of WWN I should be trying to embrace?

Has anyone had a good time running through some classic Keeps on the Borderland with the WWN framework? I'd love to hear about it! I'm not sure why my brain is treating this as such an obstacle to the game.

Thanks!

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2 years ago