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<blockquote data-quote="talien" data-source="post: 4433845" data-attributes="member: 3285"><p>There are a couple of implications I've thought of as a result of this kind of campaign, and judging from the comments so far they're valid concerns:</p><p></p><p>* It becomes a humanoid-centric game. Unilaterally non-intelligent creatures means the only critters with smarts (and casting spells, and building civilizations) are plausible humanoids. This might get boring after awhile, as Darrin mentioned.</p><p></p><p>* Certain cool powers never get used. While it's great having some consistency in monsters and their origins, it also means some of the more outrageous abilities are lacking from monsters. If few monsters have energy attacks (assuming for the moment that poison and acid are the only "realistic" types of attacks), then there's really no need for weapons that inflict a certain kind of damage and defenses that protect against it.</p><p></p><p>* Magic items aren't as important. Unless you're fighting something truly extraordinary, you can pretty much assume any monster you fight is going to die through the tried and true method: hacking it to death. </p><p></p><p>On the other hand:</p><p></p><p>* This doesn't really remove a huge chunk of the monster population. Extra-planar beings of all types are still feasible. Constructed opponents are still possible. It's just the weird native stuff. In theory, anything truly necessary to an adventure could be hand-waved by changing it to a summoned being.</p><p></p><p>* Humanoid-centric games can be very interesting. Certainly this was one of the main thrusts of the Arcanis campaign I DMed and enjoyed. It highlights politics and the consequences of one's actions, and keeps PCs out of dungeons.</p><p></p><p>I just realized why this campaign idea keeps sticking in my head. I've been watching Jurassic Fight Club, then playing Turok on the Xbox 360. There's nothing quite like listening to an hour of how dinosaurs kill each other, then kill said dinosaurs. With a knife. And lots of explosives.</p></blockquote><p></p>
[QUOTE="talien, post: 4433845, member: 3285"] There are a couple of implications I've thought of as a result of this kind of campaign, and judging from the comments so far they're valid concerns: * It becomes a humanoid-centric game. Unilaterally non-intelligent creatures means the only critters with smarts (and casting spells, and building civilizations) are plausible humanoids. This might get boring after awhile, as Darrin mentioned. * Certain cool powers never get used. While it's great having some consistency in monsters and their origins, it also means some of the more outrageous abilities are lacking from monsters. If few monsters have energy attacks (assuming for the moment that poison and acid are the only "realistic" types of attacks), then there's really no need for weapons that inflict a certain kind of damage and defenses that protect against it. * Magic items aren't as important. Unless you're fighting something truly extraordinary, you can pretty much assume any monster you fight is going to die through the tried and true method: hacking it to death. On the other hand: * This doesn't really remove a huge chunk of the monster population. Extra-planar beings of all types are still feasible. Constructed opponents are still possible. It's just the weird native stuff. In theory, anything truly necessary to an adventure could be hand-waved by changing it to a summoned being. * Humanoid-centric games can be very interesting. Certainly this was one of the main thrusts of the Arcanis campaign I DMed and enjoyed. It highlights politics and the consequences of one's actions, and keeps PCs out of dungeons. I just realized why this campaign idea keeps sticking in my head. I've been watching Jurassic Fight Club, then playing Turok on the Xbox 360. There's nothing quite like listening to an hour of how dinosaurs kill each other, then kill said dinosaurs. With a knife. And lots of explosives. [/QUOTE]
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