I could sit here and write some long post explaining my thoughts on the matter, but instead I decided to shit out some random ramblings on this page.
It has become clear to me that the vast majority of Codexers are unbelievable faggots. I see this through the way that they roleplay, and the types of races/classes that they enjoy playing in their games. Everyone needs to be a special snowflake, playing their own specific class with their own specific backstory and brand of furry or metahuman. Looking at the hundred different classes and all these bullshit "exotic" races that are so popular now blows my mind. It's enough for me to lose any interest in any setting, regardless of how good the game could've been. You can't trust the average Codexer to differentiate a good setting from a bad one, and their tastes are only slightly above the lowest common denominator when it comes to such things.
Some other quick facts.
Fantasy worlds with a ton of different races in their setting is major decline. You get Humans, Dwarves, Elves, Half-Elves, Orcs, and if you really want to push it, gnomes or halflings, but not both.
Stop making magic so fucking prevalent in your settings. The less magic you have, the more special you make it, and there is honestly so much potential for awesome story lines based around this.
Having a hundred different classes that all occupy some very specific niche is major decline. BG and IWD did it right by having four class groups which branched off into 8 total classes. KotC also did a great job by only having three classes. The game system that you have should be what is responsible for creating build diversity. Don't make a new class numbnuts, add ways for each player to differentiate how they build their character, so if you want to play a monk for example you can do so, but you'd still be called a fighter. We see this in Underrail, which is a classless system, but manages to have tens of different ways you can build your character into something resembling a class.
If you're going to go through the trouble of having multiple different cities/factions in your setting, make sure everything makes sense. Shit like Megaton in FO3 is ultimate decline. In IWD, we see the farms that supply a village like Kuldahar with their food. We see the farms in BG that supply Nashkel their food. We see hydroponics systems in certain stations, with the rest of the food being supplied by Camp Hathor in Underrail. We see the farms supplying the towns with food in FO. This is just one worldbuilding aspect of the many that need to go into making your world believable, interesting, and engaging.
You can break some of these rules, but if you're going to do so, you better have a good reason for it, it better enhance your setting, and you better know what the fuck you are doing.
It has become clear to me that the vast majority of Codexers are unbelievable faggots. I see this through the way that they roleplay, and the types of races/classes that they enjoy playing in their games. Everyone needs to be a special snowflake, playing their own specific class with their own specific backstory and brand of furry or metahuman. Looking at the hundred different classes and all these bullshit "exotic" races that are so popular now blows my mind. It's enough for me to lose any interest in any setting, regardless of how good the game could've been. You can't trust the average Codexer to differentiate a good setting from a bad one, and their tastes are only slightly above the lowest common denominator when it comes to such things.
Some other quick facts.
Fantasy worlds with a ton of different races in their setting is major decline. You get Humans, Dwarves, Elves, Half-Elves, Orcs, and if you really want to push it, gnomes or halflings, but not both.
Stop making magic so fucking prevalent in your settings. The less magic you have, the more special you make it, and there is honestly so much potential for awesome story lines based around this.
Having a hundred different classes that all occupy some very specific niche is major decline. BG and IWD did it right by having four class groups which branched off into 8 total classes. KotC also did a great job by only having three classes. The game system that you have should be what is responsible for creating build diversity. Don't make a new class numbnuts, add ways for each player to differentiate how they build their character, so if you want to play a monk for example you can do so, but you'd still be called a fighter. We see this in Underrail, which is a classless system, but manages to have tens of different ways you can build your character into something resembling a class.
If you're going to go through the trouble of having multiple different cities/factions in your setting, make sure everything makes sense. Shit like Megaton in FO3 is ultimate decline. In IWD, we see the farms that supply a village like Kuldahar with their food. We see the farms in BG that supply Nashkel their food. We see hydroponics systems in certain stations, with the rest of the food being supplied by Camp Hathor in Underrail. We see the farms supplying the towns with food in FO. This is just one worldbuilding aspect of the many that need to go into making your world believable, interesting, and engaging.
You can break some of these rules, but if you're going to do so, you better have a good reason for it, it better enhance your setting, and you better know what the fuck you are doing.