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<blockquote data-quote="sad_genius" data-source="post: 2572798" data-attributes="member: 19110"><p>Something I always toyed with in relation to</p><p></p><p>a) The rules checklist in the back of 3.5 Unearthed Arcana</p><p>b) Templates for creatures</p><p>c) The "spooky location templates" in the current Dungeon</p><p></p><p>Is the idea of "campaign templates" - so you have your core D&D rules as shown in the PHB, and another book, the Campaign Builders Guide or something, that has a bunch of templates that fit in, around and over the existing rules to modify the feel of the game as you wish - this is where you could slot in some insanity rules for a horror game, some firearms rules for a renaissance game, etc ... D&D pretty much allows you to do this, in a sort of broad, unfocused way, but it would be great to tie this all together, so that each element was interlinked like feats and skills for a PC, so that, for instance, adding the sanity loss template to a game gives certain compensations and balancing effects to the suite of options a player in the campaign could choose from.</p><p></p><p>Tangential, yes, but cool? Maybe.</p></blockquote><p></p>
[QUOTE="sad_genius, post: 2572798, member: 19110"] Something I always toyed with in relation to a) The rules checklist in the back of 3.5 Unearthed Arcana b) Templates for creatures c) The "spooky location templates" in the current Dungeon Is the idea of "campaign templates" - so you have your core D&D rules as shown in the PHB, and another book, the Campaign Builders Guide or something, that has a bunch of templates that fit in, around and over the existing rules to modify the feel of the game as you wish - this is where you could slot in some insanity rules for a horror game, some firearms rules for a renaissance game, etc ... D&D pretty much allows you to do this, in a sort of broad, unfocused way, but it would be great to tie this all together, so that each element was interlinked like feats and skills for a PC, so that, for instance, adding the sanity loss template to a game gives certain compensations and balancing effects to the suite of options a player in the campaign could choose from. Tangential, yes, but cool? Maybe. [/QUOTE]
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