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PoL & the "Everything Can Be Ported In"-Kitchen Sink Campaign World

Posted 18th July 2008 at 05:52 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From an old Poll about how we use Campaign Settings.

I think Points of Light is a move in the right direction and more of an observance of how DMs have been doing things for decades.
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I'm currently liking Brynwynn Bronzebottom (for one)

Posted 18th July 2008 at 05:31 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From "Most Unusual or Outrageous Character or NPC Names"

Mr Ramsey helped to entertain us all:
Quote:
Ok. A long time ago, on an Air Force base far, far away, lived a fledgling D&D player named George. I finally talked George into creating a Dwarf character, because I thought he would enjoy it. After he was done creating the character, I said, "Now, George, your character names so far have not been very original. Try to come up with a cool name for this dwarf."

So, George thought, and thought, and thought some more, and he spoke the dwarf's name. It was a word that has 4 letters in common with Fire Truck, the dwarf. Yes, that's right, @#$% the Dwarf! And so a legend was born.

His first adventuring companion was a wizard. Named Ugly. An NPC asked them their names. Ugly said, "We're @#% and Ugly!" To which the NPC replied, "I know, but what are your names?"

Enjoy.
There are many more in that thread too, but the OP's took the cake.
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The Complete Idiots Guide to d20 Roleplaying

Posted 18th July 2008 at 05:22 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
One can hardly believe they wrote "Dungeons and Dragons for Dummies" for 3.5 edition, but they did (announced at ENWorld in this thread)

Not only was this book successful it is now coming out for 4E. Apparently 3.5's version brought in a bit of money and now it's coming out early in 4E's cycle to bring a more again.

For newcomers and the curious it was probably pretty helpful to understanding the game as played under d20. I know everyone at my table was "awarded" a gift copy from Diaglo. He was sort of behind this project in spirit, if not authorship. (as you can see in the following post)

Quote:
Somehow I don't think it was what we all had in mind, but at least it helped somewhat. I think the 4E's DMG is closer in focus if not execution.

And no, as far as I know Diaglo hasn't written one of these either, so we idiots will never by compleat.
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The TRUTH about OD&D

Posted 18th July 2008 at 04:42 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
The truth is...

...it used to be practically impossible to find, much less economical to purchase.

The thread on OD&D users trying to overcome the smack.

(Thankfully, now we can buy PDFs)
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Monte on Origins of D20 (to my chagrin)

Posted 18th July 2008 at 04:25 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
Over in this thread, "Origins of the d20 system?", I made a comment upon what I thought was the design behind the skill system. Monte helps prove my guesses wrong and enlightens even more.

Quote:
Originally Posted by howandwhy99
I no longer have access to the 2E materials, but I seem to recall the Nonweapon Proficiencies being a mirror of the 3.0 skill lists. You had to add the Rogues special abilities too, but all of the General, Priest, Rogue, Warrior, Wizard tables were consolidated into that 3.0 skill list.

Most of the less useful skills, like seamanship for instance, fell under Profession, Craft or even Perform. But the oddballs like "read lips" and "sense direction" were straight from that original 2E list. (which is probably from some esoteric 1E list )

The only skills not from 2E were charisma-based ones like Diplomacy, Sense Motive, etc. But numbering crunching roleplay abilities is very much a 3E addition.
Quote:
Originally Posted by Monte
I can give you what the conscious inspirations were, assuming I won't just forget something (it was a lot of years ago now).

There were things that the initial design specifically and intentionally took from Gamma World, as someone has already mentioned, as well as the Player's Options (mostly from Combat and Tactics, like Attacks of Opportunity and some of the combat manuevers). Obviously, 1st Edition AD&D gave us the kernels for the assassin, the half-orc, the barbarian, etc., although it was more the concepts in that case than the mechanics. The biggest influence on 3E was simply D&D and AD&D.

Skills were obviously the children of NonWeapon Proficiencies. Feats actually came out of them as well. What we did was originally create three skill lists rather than one. We sat down and divided all the NWP and our new skill ideas into three categories by theme. There were "background" skills, like cooking, sailing, weaponsmithing, etc., and then there were "adventuring" skills like climb, hide, use rope, etc. Then there was the third category of skills (whose name I can't remember), but they were distinguished by the fact that you didn't make a skill check with them. They just gave you something new to do. Originally, each level a class got to pick a couple ranks from background, a couple from adventuring, and every third level got to pick a new one from the third category. Well, obviously the third category became feats (originally called "Heroic Feats"), and the first two got melded back together and class skill lists were created. (I must admit, there's a part of me that still thinks the menu option was kind of cool, though.)

As for Rolemaster, Runequest, GURPS, and so on, I always get a kick out of hearing what people think we based the game on (usually, it's their favorite game, so I'll take it as a compliment). Jonathan loved Runequest, and that influenced Ars Magica as well as his own D&D house rules. He likes to give credit where it's due to RQ, which is fair, but really that influence comes as much from his D&D house rules (which were influenced by RQ) than anything else. And as Jonathan has been quoted saying here, a lot of the things he wanted to introduce from that material when he joined the team we were already doing anyway.

In fact, I remember having discussions of changes where we went the other way and said "we could do that, but that's TOO much like Ars Magica." It was important to us for this to stay D&D.

Truthfully, though, other than Jonathan talking about Runequest and Ars Magica, I don't remember a single specific reference to another individual game system, as in "let's do this the way GURPS does it." Instead, what we'd usually say is "lots of games handle this issue in this way." Because as someone else said in this thread, the game industry is very incestuous. The mere fact that you can look at 3E and one person can say it's just like Rolemaster and another can say it's just like GURPS suggests that game design (particularly by the time we started design in 1997) had experienced a lot of cross-pollenization. So, knowing that 3E was going to be more skill focused than previous editions led us into discussions of "well, some skill based games handle this situation like this, while others do this." The three of us, particularly Jonathan and I, had a wide familiarity with a lot of games, including a lot of fairly obscure ones. What we saw were general conceptual paths that a lot of designers took on a lot of games. In some cases, we followed, and in some cases we tried to develop a new path.

As for Alternity, there were discussions about using some of the Alternity ideas in the game, but for the most part they were rejected. Many of them ended up in Star Wars, though.

Dragon Fist was really kind of the first d20 product, well before the concept of that was born. It took a lot of the ideas we'd been developing for 3E and ran with them in cool and interesting ways. Those ways were very specific for its genre, but it started the idea that the game system we were developing could be shaped for different genres and different purposes even back then.

There are also direct influences that are pretty much invisible, because they come from our own games. All three of us played a lot of D&D, and had developed either house rules or simply areas of the game that needed more development. The changes to halflings, for example, came out of the game I was running at the time, where they were far less like hobbits.

Prestige classes were, more than anything, a response to kits from 2E. When I started working on the DMG, lots of people asked, "so will there be kits in this book?" I didn't like kits, but I recognized their value to the game (in customizing your character) and so I focused on why I didn't like them. Primarily, it was because it required you to customize your character from the get-go before you got a chance to do any development and you could never go back. I had this idea then, to offer a way to "add on" customization later if you followed a certain path and I remember very vividly the conversation Jonathan and I had where we realized the new multiclassing rules would be the way to go. It's interesting for me to see the replacement level idea that WotC is putting in some of their recent products, because that's a bit closer to the original idea, actually. (Not that I regret anything about the Prestige Class mechanic--although I do remember wondering if the idea would catch on, and whether the five I created for the DMG would be the only five that ever existed. Irony.)

All that said, the basis of d20 sort of designed itself. Once we'd developed the "core mechanic" of rolling a d20 and adding some modifier to get at a target number (which is like a lot of games, admittedly), most of the rules just came as a natural development with us making each situation work as it applied to that core mechanic.

Our goal was never innovation. It was in many ways the opposite. To take an already existing game and make it more fun and more playable but without changing its feel. We never said "lets create a whole new subsystem for this aspect of the game that will be something no one's ever seen before." We said, "how can we make this situation play well with it still being D&D."
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Old

From a gentler era...

Posted 18th July 2008 at 04:19 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
How I wish things were as easy now as they were then. Still, I think this holds up.

From the thread, "White Wolf viciously attacks everyone who roleplays for fun"

Quote:
Personally, gamer vs. gamer attacks seems about the silliest thing that we can do.

Whether you hate LARPs, miniature wargaming, card games, tabletop, rpg videogames, SCA, RPGA, Convention gaming, a specific gameworld, or just some system, the end result is just more hate in a niche market. I find this tends to drive anyone who isn't normally interested to stay even farther away due to the "culture" of the hobby.

My brother once said that arguing about the rules and fighting over styles IS part of playing RPGs. I like to think he's wrong.
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Wuthering Heights Roleplay

Posted 18th July 2008 at 04:15 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From "Most unusual system / setting"

Formatting from the original site.

Quote:
Wuthering Heights Roleplay

http://philippe.tromeur.free.fr/whrpg.htm

I'm attaching the Persona Creation rules below, but you really should check out the link for Rage, Despair, and Oldness Checks; Suicide/Murder, Suffering, Slow Death, and other rules.

The Problem Table is also bizarrely funny.


Quote:
Persona Creation

The Actor shall throw two ten-sided dice & add thirty-nine to obtain the Persona's amount of Rage .

He shall throw two ten-sided dice & add thirty-nine to obtain the Persona's amount of
Despair .

He shall throw one ten-sided die & add fifteen to obtain the Persona's
Oldness . Unless some special Problem , this is exactly the Persona's Age .

Then the Actor shall throw one ten-sided die & divide by two (round up
* ). This is how many Problems his Persona has.

The actor then determines each Problem for his Persona by throwing 1d100 & referencing to the
Problem Table. If the Actor rolls twice the same Problem , he should either double its effect, or roll another Problem . The Actor may refuse a Problem for his Persona ; every time he does that, he must roll 2 Problems in its stead. If an Actor only rolled one (or two) Problem (s), it is advisable he should choose one other Problem to make his Persona more interesting.

He now chooses a
Name , such as Heathcliff, Gwynplaine, Jean Valjean...

He then chooses a feature
floating in the wind (hair / coat / scarf / kilt / whatever).

The Actor should check the box corresponding to "
Worried " & " Tired ", the default mental & physical states.

Choosing an
Occupation is optional (this occupation only brings status, not skill).

* : always round to the number which is the most annoying for the Persona. Round up when in doubt.
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Old

Is it cheating to start a PC above 1st level?

Posted 18th July 2008 at 03:54 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
Original thread

Quote:
Oh, absolutely it's cheating. I can't tell you how long I have spent self-GMing the NPCs up to appropriate levels.
Even with my snarky answer I have to say my opinion has changed. I think gamers as a whole want to be able to start out at higher levels and may not be satisfied with rules that require all PCs start at level 1. But I prefer them now. It's the same problem as trying to "build" a high level character in the rules. There simply aren't enough characteristics to compare a PC played from 1st to high level vs. one rolled and bought a few hours before. This proved true in 3E d20 and I'm willing to bet will prove true in 4E as well.

Playing the character ties it into the setting. That integration is part of the power of the PC IMO. That they know certain things about the setting, that they can recall that information to succeed in future challenges. Allies, rumors, equipment, whatever. The learning others have gained about the world just can't be substituted by having a few higher number and more magic spells on one's sheet.
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Cool Idea from yet another Cool Idea Thread

Posted 18th July 2008 at 03:33 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
Found here.

Quote:
In an ancient forest, a lost colony of some sentient race can be found living in huts (routinely) created from giant elephantear leaves. Being about 10' to 15' in diameter, the leaves work just as well as normal rafts and actually float down when tossed off of a cliff. Create a situation where the PC's are attacked from across the river while fishing/resting and you have a great ranged combat while running rapids and flying down waterfalls.
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What's the coolest item in your game collection?

Posted 18th July 2008 at 03:28 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From the thread of the same name.

Quote:
I'd have to say my 1st copy of the Dangerous Journeys Mythus Book bought at Gencon when it came out in '92.

It has both Gygax's and co-author Dave Newton's signatures. But the amount of information inside of it, meticulously highlighted and underlined, made it about the coolest book for me for a good year.

Sadly, the initial campaign started slowed and never caught on.
I'm so glad I have this one still. It's the first thing I bought from Gary after D&D and the only thing with his signature I have on it.

That could be a whole other thread on collectibles. Whose signatures have you collected and on what?
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"Tiers" in the Campaign World. For 4th, 3rd, & all D&D

Posted 18th July 2008 at 03:25 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
Quote:
Character Level / World Power - Comparison

Hi, I am trying to understand other people's expectations of what character advancement means in terms of world power. It seems that the campaigns I played in with previous editions advanced more slowly and what might be considered "mid-level" now was high level then. I know that the 3rd edition rules can handle higher level play more easily than previous games, but the games I play in now seem to advance so quickly that the mechanical power level of the PC's seems to outstrip their (my) assumed power in the campaign world. I know I prefer the old way, but many people prefer the newer style of advancement.

Below is my own understanding of how character levels match up with PC's power within the world. Ideally PC's would advance a level every 1 or 2 adventures.

1st) PC's are at best known by a few dozen people for having great potential.

5th) PC's are real world heroes who have completed several adventures, are relatively well known in their land, and possibly hold noble status.

10th) PC's are famous across the continent, their accomplishments are being sung across the land, and they work in concert with Kings, Queens, and others in power.

15th) The PC's are famous across the known world, they wield great influence over world events, and they are making a name for themselves in other planes.

20th) The PC's operate across and have great influence in several worlds, they are outside normal laws, and deal mainly with extraplanar creatures and others with world spanning powers. They are the pawns of demigods and divine powers.

So, I am trying to understand the new expectations of players and DM's under the new ruleset. How do these power levels match up in your game?
Multiple answers and interpretations in the original thread.

In OD&D the world was built more like a multi-level dungeon. Wilderness areas that were more difficult to travel through, (3/4 speed, 2/3, 1/2, 1/3, 1/4, 1/6, etc.) had increasingly difficult spreads of monsters inhabiting them. Many Dragons and Giants, for example, lived on mountain tops and other hard to reach areas. Instead of building protection like civilized people/monsters, they moved to the most defensible regions. Or so the theory goes.
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An Anti-Negativity Thread (from way back)

Posted 18th July 2008 at 03:15 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
The Moments You Live For In Gaming.

Lots of lots of positive stuff about D&D in there. Including Sleestaks.

My first threadnomancy.
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Orc Raid on Dwarven Stronghold!

Posted 18th July 2008 at 03:08 AM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From an old thread on making a dungeon

Quote:
As the PC's finally determine an exit to the chaos maze, a magical stone arch embedded in the passage polymorphs PC's into orcs when they pass through. Heading back towards the chaos maze allows them to return to their original state. Unless they are determined to find another exit, they must proceed as orcs. (with proper racial abilites) Little do they know the mountain dwarfs on the other side of the exit have long come accustomed to these "random" orc invansions to their home.
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Real life is in color. It needs a variety of mechanics to simulate and stimulate

Posted 12th July 2008 at 09:13 PM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From this MASSIVE thread: "Is 4th edition getting soft? - edited for friendly content "

Why are so many games becoming mechanically dull? ..balance?

Quote:
Easy =/= Oversimplification.
3e was not easy for me.

I don't think it has to do so much with ease of play as indistinguishable mechanics. Rolling 1d20+mod for everything ever means the game feels monotone.

Real life is in color. It needs a variety of mechanics to satisfactorily simulate and stimulate. I'd actually much prefer if they added dice pools, card pulls, betting chips, and whatever else they felt worked in addition to the d20 mechanic, instead of oversimplifying even more.

Maybe it's an inability to see outside the 3e box? I don't know, but I do agree with the blandness of the mechanics - as if thoroughly de-prioritized "fluff"/description will make the game engaging after the fact.
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Why I'm a 4E Minion in Spirit

Posted 12th July 2008 at 09:06 PM by howandwhy99 (There are unquestionably areas which have been glossed over.)
From "It won't be hard to put insta kill back into the game, will it?"

Quote:
Good lord, of course you can do this.

Just declare that everyone has 1 hit point and no more.

And make 0 HPs = dead.
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