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D&D and Medieval/Dark Ages Simulationism
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<blockquote data-quote="TerraDave" data-source="post: 4008674" data-attributes="member: 22260"><p>I have been running a alternate earth D&D campaign for years. And it has worked well. You can see some stuff for it here: <a href="http://www.terra-viejo.net" target="_blank">www.terra-viejo.net</a></p><p></p><p>Reading through the responses in this thread have reminded me of some basic principles. It is actually not a direct response to the OP, but it seems relevant:</p><p></p><p><strong>Yes you can:</strong> When I first conceived the world many years ago (and, as confirmed by posts in this thread, many years later) there where all sorts of things that you were not supposed to be able to do. And I did. And it was not a big deal. What tends to bother people in theory, and what works, or doesn’t work, in practice, are usually very different things. You want to inject certain kinds of flavor or style, make references to certain things, use certain kinds of encounters…nothing is really stopping you. In fact, if you are into it, that might rub off, and be better for everyone. </p><p></p><p><strong>Setting versus reality:</strong> Who is James Bond? A British secret agent. Is he realistic (at least in the movies). No. Is he British. Yes. My point: in these discussions, a level of “realism” tends to expected that far exceeds that in comparable fiction. This tends to compounded by an obsession with random “historical” details that would actually be considered bad form in most fiction (and in many cases are exaggerated or misrepresented). You should use those medieval and other elements that you feel add to your game. Nothing else. Lets take another example: Spiderman, what city does Spiderman lives in, NY…</p><p></p><p><strong>Power level, or why are you doing this?: </strong> You can add a lot of “medievalism” to a standard D&D game. Or you can use all kinds of alt rules. However now you have to really think of your players. Maybe they will like it, maybe they will tolerate it (most cases they will), or maybe not like it. You need to ask yourself:<em> “why am I doing this”</em>. Is the main goal capping power, nerfing magic and so on (and that’s ok, well, at least until your players hear about it), is it to have a game that feels more “realistic”, is it to be grim and grittier, or is to be more medieval? Each of these things is different, they may overlap, but they are not exactly the same. </p><p></p><p>Imagine a world of great heroes, magic, and miracles, of the Bible, of Greek Mythology, the more fanciful legends of Arthur, Roland, Alexander, and medieval saints (and they get pretty out there). Where all the various creatures and races of myth and legend are alive. And they just happen to follow D&D/D20 norms. Admittedly an extreme case, an illogical one, not for everyone…but is not a low powered one by any remote stretch of the imagination. </p><p></p><p></p><p></p><p>I may try note some more practical things latter, but I thought I would get these out of the way first.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 4008674, member: 22260"] I have been running a alternate earth D&D campaign for years. And it has worked well. You can see some stuff for it here: [url]www.terra-viejo.net[/url] Reading through the responses in this thread have reminded me of some basic principles. It is actually not a direct response to the OP, but it seems relevant: [B]Yes you can:[/B] When I first conceived the world many years ago (and, as confirmed by posts in this thread, many years later) there where all sorts of things that you were not supposed to be able to do. And I did. And it was not a big deal. What tends to bother people in theory, and what works, or doesn’t work, in practice, are usually very different things. You want to inject certain kinds of flavor or style, make references to certain things, use certain kinds of encounters…nothing is really stopping you. In fact, if you are into it, that might rub off, and be better for everyone. [B]Setting versus reality:[/B] Who is James Bond? A British secret agent. Is he realistic (at least in the movies). No. Is he British. Yes. My point: in these discussions, a level of “realism” tends to expected that far exceeds that in comparable fiction. This tends to compounded by an obsession with random “historical” details that would actually be considered bad form in most fiction (and in many cases are exaggerated or misrepresented). You should use those medieval and other elements that you feel add to your game. Nothing else. Lets take another example: Spiderman, what city does Spiderman lives in, NY… [B]Power level, or why are you doing this?: [/B] You can add a lot of “medievalism” to a standard D&D game. Or you can use all kinds of alt rules. However now you have to really think of your players. Maybe they will like it, maybe they will tolerate it (most cases they will), or maybe not like it. You need to ask yourself:[I] “why am I doing this”[/I]. Is the main goal capping power, nerfing magic and so on (and that’s ok, well, at least until your players hear about it), is it to have a game that feels more “realistic”, is it to be grim and grittier, or is to be more medieval? Each of these things is different, they may overlap, but they are not exactly the same. Imagine a world of great heroes, magic, and miracles, of the Bible, of Greek Mythology, the more fanciful legends of Arthur, Roland, Alexander, and medieval saints (and they get pretty out there). Where all the various creatures and races of myth and legend are alive. And they just happen to follow D&D/D20 norms. Admittedly an extreme case, an illogical one, not for everyone…but is not a low powered one by any remote stretch of the imagination. I may try note some more practical things latter, but I thought I would get these out of the way first. [/QUOTE]
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