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<blockquote data-quote="Tumbler" data-source="post: 1723753" data-attributes="member: 18498"><p>As a player and especially as a GM, I love to play with different systems and different settings. My current group pretty much prevents this, though. I have one player who hates future tech, one who hates firearms in fantasy, one who hates settings that aren't pseudo European, and one who is up for anything. So while I want to play a supers game or a wild west game or whatever, I pretty much can't and have to stick with the basics.</p><p></p><p>That said, I find it pretty easy to ignore the default assumptions of DND and still use the game to run different settings pretty fluidly. </p><p></p><p>In my current campaign, which is loosely based in Ravenloft, but not really because I am ignoring the whole demiplane darklords domains thing for the most part, there is no good aligned arcane magic, characters have no desire to venture into caves or sewers or other dark dangerous places (though they are frequently compelled to), and a leatherbound travel journal is a more valuable treasure than a +1 sword. Taking a carving knife to the rules and making it clear to the players what my expectations are while allowing them to direct the actions of the campaign has given me the best campaign I've run in years, and everyone is having a great time.</p><p></p><p>Reading something Monte Cook wrote about the default assumptions of the game really stuck with me, and a few tweeks can make things very different.</p></blockquote><p></p>
[QUOTE="Tumbler, post: 1723753, member: 18498"] As a player and especially as a GM, I love to play with different systems and different settings. My current group pretty much prevents this, though. I have one player who hates future tech, one who hates firearms in fantasy, one who hates settings that aren't pseudo European, and one who is up for anything. So while I want to play a supers game or a wild west game or whatever, I pretty much can't and have to stick with the basics. That said, I find it pretty easy to ignore the default assumptions of DND and still use the game to run different settings pretty fluidly. In my current campaign, which is loosely based in Ravenloft, but not really because I am ignoring the whole demiplane darklords domains thing for the most part, there is no good aligned arcane magic, characters have no desire to venture into caves or sewers or other dark dangerous places (though they are frequently compelled to), and a leatherbound travel journal is a more valuable treasure than a +1 sword. Taking a carving knife to the rules and making it clear to the players what my expectations are while allowing them to direct the actions of the campaign has given me the best campaign I've run in years, and everyone is having a great time. Reading something Monte Cook wrote about the default assumptions of the game really stuck with me, and a few tweeks can make things very different. [/QUOTE]
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