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General Tabletop Discussion
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Complete books - too much feat- and PrC material?
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<blockquote data-quote="MerricB" data-source="post: 1839241" data-attributes="member: 3586"><p>Yes: the front cover of each of these books proclaims "A Player's Guide to..."</p><p></p><p>They're not meant to be books for DMs - well, not primarily, though DMs can make use of the material within, and there are sections that greatly aid the DM in adventure preparation.</p><p></p><p></p><p></p><p>That's the opposite to how I run my campaign. Rather than I (as the DM) designing it all, I let my players browse through the Complete books and other supplements and tell me what they want to play.</p><p></p><p>So, if a player wants to be a Shadow Dancer, I then determine the role of the Shadow Dancers in the campaign world. (They're a secret order of Xan Yae followers). Thus, the campaign is enriched by a decision made by my players: I don't have to do it all. Of course, if an idea is totally against the themes of my campaign, I don't allow it.</p><p></p><p>With respect to the world-building material you want (roles of fighters, clerics and suchlike), some of that is addressed in the Complete series, but mostly it is supporting the core D&D experience.</p><p></p><p>Thus, the Complete Warrior gives ideas for how a fantasy war might be conducted and the role of the PCs in that war - and indeed, quite a few mission ideas - but it's by no means a major part of the book. It's covered sufficiently for my purposes at the moment, though.</p><p></p><p>As I recall, Complete Divine has ideas for missions (quests) the clerics of various deities may be sent on, and broad tips on church organisations, but the day-to-day business of conducting services and so forth is not covered. </p><p></p><p>One reason for that is that such business is <em>not</em> the stuff of great adventures. It's certainly true that the 3e game is written to support heroic adventures, and the background material is not covered in great detail.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1839241, member: 3586"] Yes: the front cover of each of these books proclaims "A Player's Guide to..." They're not meant to be books for DMs - well, not primarily, though DMs can make use of the material within, and there are sections that greatly aid the DM in adventure preparation. That's the opposite to how I run my campaign. Rather than I (as the DM) designing it all, I let my players browse through the Complete books and other supplements and tell me what they want to play. So, if a player wants to be a Shadow Dancer, I then determine the role of the Shadow Dancers in the campaign world. (They're a secret order of Xan Yae followers). Thus, the campaign is enriched by a decision made by my players: I don't have to do it all. Of course, if an idea is totally against the themes of my campaign, I don't allow it. With respect to the world-building material you want (roles of fighters, clerics and suchlike), some of that is addressed in the Complete series, but mostly it is supporting the core D&D experience. Thus, the Complete Warrior gives ideas for how a fantasy war might be conducted and the role of the PCs in that war - and indeed, quite a few mission ideas - but it's by no means a major part of the book. It's covered sufficiently for my purposes at the moment, though. As I recall, Complete Divine has ideas for missions (quests) the clerics of various deities may be sent on, and broad tips on church organisations, but the day-to-day business of conducting services and so forth is not covered. One reason for that is that such business is [i]not[/i] the stuff of great adventures. It's certainly true that the 3e game is written to support heroic adventures, and the background material is not covered in great detail. Cheers! [/QUOTE]
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