I just got done expressing why I feel like the average - or the vast majority - of D&D worlds don't "do it" for me, in another thread. I have tried to remain loyal to the game and give various editions a shot. It's the first RPG I was ever introduced to, back in the red box days. I'm not sure if it's brand loyalty, nostalgia, interest in some concepts and not others, or a combination of that makes me keep trying.
I've spent several months working on ideas for more or less standard D&D settings... but I fizzle out. I think I just can't get into many of the core assumptions of D&D.
Anyway, I think that the conceits used in almost every D&D setting are a big part of what put me off. So I'm curious as to what thresholds and tolerances D&D players have to shake things up for the traditional medieval fantasy impaired.
Would you play in a world with:
* No alignment system.
* No proof of the existence of gods.
* No divine classes at all.
* An unconventional race selection.
* Significantly fewer intelligent civilized humanoid races.
* All of the above?
I've spent several months working on ideas for more or less standard D&D settings... but I fizzle out. I think I just can't get into many of the core assumptions of D&D.
Anyway, I think that the conceits used in almost every D&D setting are a big part of what put me off. So I'm curious as to what thresholds and tolerances D&D players have to shake things up for the traditional medieval fantasy impaired.
Would you play in a world with:
* No alignment system.
* No proof of the existence of gods.
* No divine classes at all.
* An unconventional race selection.
* Significantly fewer intelligent civilized humanoid races.
* All of the above?
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