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How do you fit monks into Occidental campaigns?
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<blockquote data-quote="Psion" data-source="post: 68271" data-attributes="member: 172"><p>As I see it, you can:</p><ul> <li data-xf-list-type="ul">Exclude monks (A DM locally who wanted to make a very Christianish/Knightly game do this, in addition to hearing of this multiple times on the net)</li> <li data-xf-list-type="ul">Tweak monks to fit european archetypes like savate fighters and pankrationists.</li> <li data-xf-list-type="ul">Assume your campaign is like Europe except for certain aspects. Frex, what if a nation like India or China was much closer to your europe analog, like where the middle east is in our world?</li> <li data-xf-list-type="ul">Explain monks in the context that they exist in your game, and not worry about what happened in ancient Europe.</li> </ul><p></p><p>Personally, I lean towards the last one. AFAIAC, my game only resembles Europe inasmuch as it, er, resembles Europe. Yes there are knightly warriors and suchnot. But in the age of knights in Europe, a monotheistic religion held sway; in my campaign (and in most campaigns) there is a more pantheistic outlook. So it would be rather odd to me to try to enforce consistency with europe as an archetype when it doesn't fit the mold in so many other ways. (And I won't start on how different the easily available magic in D&D makes a D&D world different from europe.)</p><p></p><p>Your world is your world. Europe is Europe. The right thing to do, like any other aspect of the game, is to decide why it exists, including history. Martial arts has always been part of my game world that I have been using since 1e. Monks are followers of certain deities who espouse both a martial life and introspection. IMC, knowledge (religion) is a class skill for monks (and I was happy to see that OA agrees with me on this count.) Some orders of monks have evolved that do not hold a deity central, but all orders have some sort of central purpose (this idea was lifted from a well written article in an old Dragon, which I'm sure you could dig up if you have the CD archive.)</p></blockquote><p></p>
[QUOTE="Psion, post: 68271, member: 172"] As I see it, you can: [list] [*]Exclude monks (A DM locally who wanted to make a very Christianish/Knightly game do this, in addition to hearing of this multiple times on the net) [*]Tweak monks to fit european archetypes like savate fighters and pankrationists. [*]Assume your campaign is like Europe except for certain aspects. Frex, what if a nation like India or China was much closer to your europe analog, like where the middle east is in our world? [*]Explain monks in the context that they exist in your game, and not worry about what happened in ancient Europe. [/list] Personally, I lean towards the last one. AFAIAC, my game only resembles Europe inasmuch as it, er, resembles Europe. Yes there are knightly warriors and suchnot. But in the age of knights in Europe, a monotheistic religion held sway; in my campaign (and in most campaigns) there is a more pantheistic outlook. So it would be rather odd to me to try to enforce consistency with europe as an archetype when it doesn't fit the mold in so many other ways. (And I won't start on how different the easily available magic in D&D makes a D&D world different from europe.) Your world is your world. Europe is Europe. The right thing to do, like any other aspect of the game, is to decide why it exists, including history. Martial arts has always been part of my game world that I have been using since 1e. Monks are followers of certain deities who espouse both a martial life and introspection. IMC, knowledge (religion) is a class skill for monks (and I was happy to see that OA agrees with me on this count.) Some orders of monks have evolved that do not hold a deity central, but all orders have some sort of central purpose (this idea was lifted from a well written article in an old Dragon, which I'm sure you could dig up if you have the CD archive.) [/QUOTE]
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