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D&D Blog - Kings and Castles
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<blockquote data-quote="Khaalis" data-source="post: 5830177" data-attributes="member: 2167"><p>I pretty much agree with most people it seems. The system DOES need to exist, it needs to be well written and integrated with the Core, but it needs to be a Modular Choice. </p><p></p><p>In my experience, most gamers follow a similar progression:</p><p>* Start out as newb adventurers for whatever motivation (greed, power, boredom, revenge, etc.); roughly Levels 1-2</p><p>* Grow in power until they have a reputation for being capable enough to handle the beast stealing livestock, defend the village from small bandit groups, etc.; roughly Levels 3-4</p><p>* Grow in reputation so that they gain notice with the bigger organizations of the game (the crown, wizard's guild, thieve's guild, etc.); roughly Levels 5-6</p><p>* Then they begin to reach the point where they want to start becoming a part of those organizations (joining guilds, becoming consultants for the Watch, etc.); roughly Levels 7-8</p><p>* They grow in these roles until they reach a level of renown and become movers and shakers in their roles; roughly Levels 9-12</p><p>* Then they eventually start to want to be more than just a cog in the wheel and want to start calling shots, gaining titles, etc.; roughly Levels 13-16</p><p>* Some even want to go farther, becoming kings and rulers, making their own power organizations or even nations etc.; roughly 17-20</p><p>* Then there are those who want to go the step further... basically becoming super-beings (deities); roughly Epic levels 21+</p><p></p><p>Not everyone follows this progression, but in my experience it seems to be the natural progression of characters in fantasy games. It starts out with the standard "kill things and take their stuff" but most evolve more into games with heavier sociopolitical aspects over dungeon crawling.</p><p></p><p>Thus the system really should include modular rules that encompass prior systems (as well as possible outside sources) such as these examples, using the best of the best or just using the concepts to make a new system:</p><p>* D&D Birthright</p><p>* D&D BECMI - Companion Set</p><p>* D&D Stronghold Builder's Guide</p><p>* D&D Adventurer’s Vault 2 (Location-Based Treasure)</p><p>* D&D Mordenkainen’s Magnificent Emporium (Henchmen & Hirelings)</p><p>* d20 Pathfinder - Kingmaker AP</p><p>* d20 Fantasy Craft (Renown and Reputation systems)</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5830177, member: 2167"] I pretty much agree with most people it seems. The system DOES need to exist, it needs to be well written and integrated with the Core, but it needs to be a Modular Choice. In my experience, most gamers follow a similar progression: * Start out as newb adventurers for whatever motivation (greed, power, boredom, revenge, etc.); roughly Levels 1-2 * Grow in power until they have a reputation for being capable enough to handle the beast stealing livestock, defend the village from small bandit groups, etc.; roughly Levels 3-4 * Grow in reputation so that they gain notice with the bigger organizations of the game (the crown, wizard's guild, thieve's guild, etc.); roughly Levels 5-6 * Then they begin to reach the point where they want to start becoming a part of those organizations (joining guilds, becoming consultants for the Watch, etc.); roughly Levels 7-8 * They grow in these roles until they reach a level of renown and become movers and shakers in their roles; roughly Levels 9-12 * Then they eventually start to want to be more than just a cog in the wheel and want to start calling shots, gaining titles, etc.; roughly Levels 13-16 * Some even want to go farther, becoming kings and rulers, making their own power organizations or even nations etc.; roughly 17-20 * Then there are those who want to go the step further... basically becoming super-beings (deities); roughly Epic levels 21+ Not everyone follows this progression, but in my experience it seems to be the natural progression of characters in fantasy games. It starts out with the standard "kill things and take their stuff" but most evolve more into games with heavier sociopolitical aspects over dungeon crawling. Thus the system really should include modular rules that encompass prior systems (as well as possible outside sources) such as these examples, using the best of the best or just using the concepts to make a new system: * D&D Birthright * D&D BECMI - Companion Set * D&D Stronghold Builder's Guide * D&D Adventurer’s Vault 2 (Location-Based Treasure) * D&D Mordenkainen’s Magnificent Emporium (Henchmen & Hirelings) * d20 Pathfinder - Kingmaker AP * d20 Fantasy Craft (Renown and Reputation systems) [/QUOTE]
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