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General Tabletop Discussion
*TTRPGs General
Campaign Types: Which are covered by the various editions?
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<blockquote data-quote="The Ghost" data-source="post: 4673211" data-attributes="member: 60281"><p>If you "tweak" the game enough you can really do anything with any edition. That being said, I do feel that some editions enable me to run certain kinds of adventures better than other editions. I cannot say for certain whether this is because the rules themselves are attuned to one particular genre or another or whether I am more "inspired" by the flavor of a particular edition toward a particular genre.</p><p></p><p></p><p></p><p>My preferred campaign type is what you described as epic, plot-based fantasy. What that means to me is a campaign long journey where the characters start from humble beginnings to rise up above others of their kind to perform a heroic task. Very much like Lord of the Rings. What I want from a set of game rules to facilitate me in telling this story are:</p><p></p><p>1. Characters who begin the same as everyone else but grow into something more.</p><p>2. Magic is dangerous and not to be taken lightly.</p><p>3. Magic items are unique and have histories and stories to them.</p><p>3a. No magic shops.</p><p>4. Western-based fantasy tropes. </p><p>5. Humans, Dwarfs, Elves, and Halflings only.</p><p>5a. Orcs, Goblins, Dragons are the main enemies.</p><p>5b. Varied Race/Class combinations.</p><p>6. Generic combat rules not necessarily class specific.</p><p>7. Larry Elmore art.</p><p>8. Other things I may be forgetting. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p>Now, no edition of D&D has fully fit the criteria I have laid out above, however, some fit better than others. If I am planning on running a game like this I find that BECMI or 3e levels 1-7 fit best. Both have some obvious downsides, but I find that they fit what I want.</p><p></p><p>And quick answers to all others.</p><p></p><p></p><p></p><p>3e or 4e. More likely a combination of the 3e skill set and skill points, and the 4e skill challenge rules.</p><p></p><p></p><p></p><p>4e. The first thing I thought of when reading 4e's minion rules is how awesome would a Night of the Living Dead game be. </p><p></p><p></p><p></p><p>BECMI. The characters are easy to run and very fragile. Players can run a couple of characters each to give that squadron kind of feel.</p><p></p><p></p><p></p><p>2e. The "Green Books" pretty much mean, for me, that 2e is the only edition I will use for historical battle.</p><p></p><p></p><p></p><p>4e. To me, this is where Page 42 shines.</p><p></p><p></p><p></p><p>1e, 2e, 3e, 4e? I never liked the genre and have never felt inspired by any edition to run a game in this genre.</p><p></p><p></p><p></p><p>2e or 3e level 1-3. Just the right amounts of flavor and fragility versus power ratio.</p><p></p><p></p><p></p><p>BECMI or 3e levels 1-7. This is my preferred genre and the 3e rules work just fine for me at these levels.</p></blockquote><p></p>
[QUOTE="The Ghost, post: 4673211, member: 60281"] If you "tweak" the game enough you can really do anything with any edition. That being said, I do feel that some editions enable me to run certain kinds of adventures better than other editions. I cannot say for certain whether this is because the rules themselves are attuned to one particular genre or another or whether I am more "inspired" by the flavor of a particular edition toward a particular genre. My preferred campaign type is what you described as epic, plot-based fantasy. What that means to me is a campaign long journey where the characters start from humble beginnings to rise up above others of their kind to perform a heroic task. Very much like Lord of the Rings. What I want from a set of game rules to facilitate me in telling this story are: 1. Characters who begin the same as everyone else but grow into something more. 2. Magic is dangerous and not to be taken lightly. 3. Magic items are unique and have histories and stories to them. 3a. No magic shops. 4. Western-based fantasy tropes. 5. Humans, Dwarfs, Elves, and Halflings only. 5a. Orcs, Goblins, Dragons are the main enemies. 5b. Varied Race/Class combinations. 6. Generic combat rules not necessarily class specific. 7. Larry Elmore art. 8. Other things I may be forgetting. :hmm: Now, no edition of D&D has fully fit the criteria I have laid out above, however, some fit better than others. If I am planning on running a game like this I find that BECMI or 3e levels 1-7 fit best. Both have some obvious downsides, but I find that they fit what I want. And quick answers to all others. 3e or 4e. More likely a combination of the 3e skill set and skill points, and the 4e skill challenge rules. 4e. The first thing I thought of when reading 4e's minion rules is how awesome would a Night of the Living Dead game be. BECMI. The characters are easy to run and very fragile. Players can run a couple of characters each to give that squadron kind of feel. 2e. The "Green Books" pretty much mean, for me, that 2e is the only edition I will use for historical battle. 4e. To me, this is where Page 42 shines. 1e, 2e, 3e, 4e? I never liked the genre and have never felt inspired by any edition to run a game in this genre. 2e or 3e level 1-3. Just the right amounts of flavor and fragility versus power ratio. BECMI or 3e levels 1-7. This is my preferred genre and the 3e rules work just fine for me at these levels. [/QUOTE]
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