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Can I Make My Games More Like Pirates of the Carribean?
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<blockquote data-quote="JohnSnow" data-source="post: 2940747" data-attributes="member: 32164"><p>Interesting that you bring this up. Some of these are just a mark of good storytelling, particularly good descriptions, interesting villains who come back, and the like. The moral greyness is best accomplished by removing D&D "alignment" in favor of the Allegiance system from <em>D20 Modern</em>. That way, you can have an allegiance to a moral or ethical philosophy, but you don't have to. It allows one to set up a roleplaying hook, without it being something totally tangible. Whether "Allegiance" is detectable is your call...</p><p></p><p>However, what you seem to be getting at more is ways to provide over-the-top, swashbuckling action in your games. Unlike those further up, I will unabashedly shill two systems here. One is <em>Iron Heroes</em> for its approach to character concept, skills, skill challenges, stunts and "zones." The last 3 are all about providing interesting locations and encouraging heroes to do more than stand still and swing at each other.</p><p></p><p>On top of that, the Action Point mechanic, which was introduced in <em>d20 Modern</em> and added to D&D as an option in both <em>Unearthed Arcana</em> and <em>Eberron</em> is a good mechanical way to encourage players to attempt tricky things.</p><p></p><p>I'm a firm believer in providing mechanics that encourage the behavior you want. If players don't know what mechanics will be used to resolve a particular action, they probably won't try it. Some of the "rules-light" folks feel differently, but I think that the game mechanics should support the type of play you want. If you want stunt-type actions, you need rules for how stunts are resolved.</p><p></p><p>So, if you like <em>Pirates of the Caribbean</em> style action, I think you'd find the IH stunt, challenge and zone rules catering very much to your taste. The lack of <em>need</em> for ubiquitous magic items is just a bonus.</p><p></p><p>Of course, if you <em>want</em> them...</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2940747, member: 32164"] Interesting that you bring this up. Some of these are just a mark of good storytelling, particularly good descriptions, interesting villains who come back, and the like. The moral greyness is best accomplished by removing D&D "alignment" in favor of the Allegiance system from [i]D20 Modern[/i]. That way, you can have an allegiance to a moral or ethical philosophy, but you don't have to. It allows one to set up a roleplaying hook, without it being something totally tangible. Whether "Allegiance" is detectable is your call... However, what you seem to be getting at more is ways to provide over-the-top, swashbuckling action in your games. Unlike those further up, I will unabashedly shill two systems here. One is [i]Iron Heroes[/i] for its approach to character concept, skills, skill challenges, stunts and "zones." The last 3 are all about providing interesting locations and encouraging heroes to do more than stand still and swing at each other. On top of that, the Action Point mechanic, which was introduced in [i]d20 Modern[/i] and added to D&D as an option in both [i]Unearthed Arcana[/i] and [i]Eberron[/i] is a good mechanical way to encourage players to attempt tricky things. I'm a firm believer in providing mechanics that encourage the behavior you want. If players don't know what mechanics will be used to resolve a particular action, they probably won't try it. Some of the "rules-light" folks feel differently, but I think that the game mechanics should support the type of play you want. If you want stunt-type actions, you need rules for how stunts are resolved. So, if you like [i]Pirates of the Caribbean[/i] style action, I think you'd find the IH stunt, challenge and zone rules catering very much to your taste. The lack of [i]need[/i] for ubiquitous magic items is just a bonus. Of course, if you [i]want[/i] them... [/QUOTE]
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