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General Tabletop Discussion
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D&D feel/fun in games without class, level, etc. (+)
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<blockquote data-quote="Reynard" data-source="post: 9189640" data-attributes="member: 467"><p>Context: I run games at a couple regional cons in the NE, and have developed into running mini con-campaigns: 3 or 4 slot ongoing adventures. There are Usually 6 player slots and a couple of those are filled with people that play every slot, a couple are filled with people that play at least a couple slots, and the rest are one offs. Characters are ongoing and folks who previously played the character have dibs.</p><p></p><p>Anyway: I wanted to do big epic high level D&D inspired by things like WoW cinematic trailers. I was going to do a 17th level D&D game until I realized that at that point the characters are just superheroes, so I went with M&M3 instead. Pregens were conceived of as high level D&D characters with all the requisite tropes, but then distilled to their main features which were then built as M&M3 powers. I did not try to emulate things like spells per day, but did try and make smite feel like D&D smite in the context of M&M3.</p><p></p><p>In play, it was a super hero story. The PCs were the High Guard: the high level.D&D party that saved the world then retired to their domains. They had rivals and character specific villains, making it very much a JLA vs Legion of Doom scenario with a world eating dragon problem at its center. I run these things with a broad outline and a bunch of nonsense in my head and just go, so it is never about "telling the players a story."</p><p></p><p>As to specific tips: the most important one, I think, is aiming for the feel of D&D, not trying to recreate its mechanics. You don't need to give the super mage a spells per day limit. Instead you need to make his power pool feel like D&D spells.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9189640, member: 467"] Context: I run games at a couple regional cons in the NE, and have developed into running mini con-campaigns: 3 or 4 slot ongoing adventures. There are Usually 6 player slots and a couple of those are filled with people that play every slot, a couple are filled with people that play at least a couple slots, and the rest are one offs. Characters are ongoing and folks who previously played the character have dibs. Anyway: I wanted to do big epic high level D&D inspired by things like WoW cinematic trailers. I was going to do a 17th level D&D game until I realized that at that point the characters are just superheroes, so I went with M&M3 instead. Pregens were conceived of as high level D&D characters with all the requisite tropes, but then distilled to their main features which were then built as M&M3 powers. I did not try to emulate things like spells per day, but did try and make smite feel like D&D smite in the context of M&M3. In play, it was a super hero story. The PCs were the High Guard: the high level.D&D party that saved the world then retired to their domains. They had rivals and character specific villains, making it very much a JLA vs Legion of Doom scenario with a world eating dragon problem at its center. I run these things with a broad outline and a bunch of nonsense in my head and just go, so it is never about "telling the players a story." As to specific tips: the most important one, I think, is aiming for the feel of D&D, not trying to recreate its mechanics. You don't need to give the super mage a spells per day limit. Instead you need to make his power pool feel like D&D spells. [/QUOTE]
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