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Apparently adventurer WAS a profession
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<blockquote data-quote="Celtavian" data-source="post: 745522" data-attributes="member: 5834"><p><strong>Re</strong></p><p></p><p>Joshua,</p><p></p><p>It is difficult for me to empathize with your view because I have never followed perfectly the D&D paradigm. I use the D&D game purely as a set of rules and modify according to how I wish the story to go.</p><p></p><p>I also have zero difficulty modifying where I see fit. I modify rules to fit my vision, not what people call the "D&D paradigm". As far as I am concerned, there is no paradigm. There never really has been. D&D is a base concept with a base set of rules, and the game rules were never meant to be a restraint to the imagination, though this may occur for some.</p><p></p><p>I guess I have been fortunate to have players that enjoy developing their characters above and beyond the normal boundaries of D&D. I don't think I have ever played with pure hack & slashers who accumulate treasure and care little about story. </p><p></p><p>The Tolkien books are my favorite fantasy books of all time. I usually attempt to contrive a Tolkien type feel to my games. I don't have difficulty doing this with the D&D rules. I even attempt to have my characters speak in a Tolkienesque manner. Heck, I like to write poetic songs for my clerics just to do it.</p><p></p><p>For me, Tolkien has very little to do with magical power, and everything to do with heroics. So that is where I concentrate my efforts, on building epic storylines that require great heroics on the part of the players to achieve victory. </p><p></p><p>Just because your mage can cast Time Stop or Wish doesn't mean you can't incorporate such magnitudes of power into a heroic campaign. You can be heroes with high or low magical power.</p><p></p><p>No, standard D&D magic doesn't emulate a particular literary world, and I would think that one would have to build a game system specifically suited to a particular literary world to have such a magical system. </p><p></p><p>There really is no standard system of magic that is the same in all literary worlds. How can anyone possibly expect the D&D system to have a system of magic according to what fantasy gamers have read?</p><p></p><p>Even what people have read doesn't conform to any standard magical world. Tolkien's magic is not like magic in the Arthurian legends. I am quite sure the magic displayed in the Wheel of Time is not alike magic displayed in Middle Earth. It is an impossibility to have a standard magic system that conforms to all literary worlds. </p><p></p><p>Once again I state, you want a system that conforms perfectly to your desired magical system. That you must do on your own. D&D is perfect vehicle for such an undertaking, or D20 if you would prefer. There are no problems with the inherent system, never has been. It is a toolkit, pure and simple. It responds to the whim of the DM.</p><p></p><p>I am sorry if I seem condescending, but I am put off all too often by people who complain about the overall D&D game system when it really is a flexible system and always has been. Nothing is set in stone and 3rd edition is the most customisable version I have ever seen.</p><p></p><p>I also wonder if you have ever played GURPS fantasy. That seems right up your alley. Low magic system. No level based advancement, everything is skilled based. A very customizable skill set and advantage system. </p><p></p><p>I would think GURPS fantasy would be the system of choice for players who desire to play low magic fantasy games capable of emulating literature.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 745522, member: 5834"] [b]Re[/b] Joshua, It is difficult for me to empathize with your view because I have never followed perfectly the D&D paradigm. I use the D&D game purely as a set of rules and modify according to how I wish the story to go. I also have zero difficulty modifying where I see fit. I modify rules to fit my vision, not what people call the "D&D paradigm". As far as I am concerned, there is no paradigm. There never really has been. D&D is a base concept with a base set of rules, and the game rules were never meant to be a restraint to the imagination, though this may occur for some. I guess I have been fortunate to have players that enjoy developing their characters above and beyond the normal boundaries of D&D. I don't think I have ever played with pure hack & slashers who accumulate treasure and care little about story. The Tolkien books are my favorite fantasy books of all time. I usually attempt to contrive a Tolkien type feel to my games. I don't have difficulty doing this with the D&D rules. I even attempt to have my characters speak in a Tolkienesque manner. Heck, I like to write poetic songs for my clerics just to do it. For me, Tolkien has very little to do with magical power, and everything to do with heroics. So that is where I concentrate my efforts, on building epic storylines that require great heroics on the part of the players to achieve victory. Just because your mage can cast Time Stop or Wish doesn't mean you can't incorporate such magnitudes of power into a heroic campaign. You can be heroes with high or low magical power. No, standard D&D magic doesn't emulate a particular literary world, and I would think that one would have to build a game system specifically suited to a particular literary world to have such a magical system. There really is no standard system of magic that is the same in all literary worlds. How can anyone possibly expect the D&D system to have a system of magic according to what fantasy gamers have read? Even what people have read doesn't conform to any standard magical world. Tolkien's magic is not like magic in the Arthurian legends. I am quite sure the magic displayed in the Wheel of Time is not alike magic displayed in Middle Earth. It is an impossibility to have a standard magic system that conforms to all literary worlds. Once again I state, you want a system that conforms perfectly to your desired magical system. That you must do on your own. D&D is perfect vehicle for such an undertaking, or D20 if you would prefer. There are no problems with the inherent system, never has been. It is a toolkit, pure and simple. It responds to the whim of the DM. I am sorry if I seem condescending, but I am put off all too often by people who complain about the overall D&D game system when it really is a flexible system and always has been. Nothing is set in stone and 3rd edition is the most customisable version I have ever seen. I also wonder if you have ever played GURPS fantasy. That seems right up your alley. Low magic system. No level based advancement, everything is skilled based. A very customizable skill set and advantage system. I would think GURPS fantasy would be the system of choice for players who desire to play low magic fantasy games capable of emulating literature. [/QUOTE]
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