This is actually a brief summary of a discussion I had last night. I happened to mention that I've been converting Planescape to 3.5 (essentially just the factions as affiliations - and I know it's been done before). He immediately asked: "But why D&D?"
I was baffled, really. Well, it's a D&D setting, right? AD&D to be precise, as he pointed out. I've never played AD&D except as video games and he pointed out that it was very different from 3.5, which I'm very familiar with. He commented on the fact that 3.5 rules would either make the game "tactical figure chess" or "something else with bad rules for it". I know that the rules are inflated towards combat but in my opinion there is a lot more to them and I don't completely agree with his judgment. He's ran 3.5 a lot, mind you, so it's not just stereotypes.
The way I see this is that D&D offers a lot of material that is true to Planescape. The other guy pointed out that Planechase is all about the factions and the cosmology, neither of which is specific to D&D according to him. I disagree with the latter, though: it's *the* D&D cosmology. It's a world in which anything D&D can come together in surprising combinations. Why would I disregard all that specific material simply because it requires book-keeping?
I can see where he's coming from. Yes, one could always opt for other systems such as GURPS or Shadows of Yesterday, even when playing D&D-inspired games. I agree that sometimes the rules baggage of 3.5 does consume from the role-playing experience. But when all that material is readily at hand in detail, instead of just vague ideas which one would need to adjust, I find the idea kind of absurd.
What's your take on the matter? Would Forgotten Realms, Eberron or Planescape (or any other setting for that matter) be more enjoyable with another system or is D&D an important part of them? I know I'll still go with 3.5 for that campaign but try to avoid too much tactical figure chess.
I was baffled, really. Well, it's a D&D setting, right? AD&D to be precise, as he pointed out. I've never played AD&D except as video games and he pointed out that it was very different from 3.5, which I'm very familiar with. He commented on the fact that 3.5 rules would either make the game "tactical figure chess" or "something else with bad rules for it". I know that the rules are inflated towards combat but in my opinion there is a lot more to them and I don't completely agree with his judgment. He's ran 3.5 a lot, mind you, so it's not just stereotypes.
The way I see this is that D&D offers a lot of material that is true to Planescape. The other guy pointed out that Planechase is all about the factions and the cosmology, neither of which is specific to D&D according to him. I disagree with the latter, though: it's *the* D&D cosmology. It's a world in which anything D&D can come together in surprising combinations. Why would I disregard all that specific material simply because it requires book-keeping?
I can see where he's coming from. Yes, one could always opt for other systems such as GURPS or Shadows of Yesterday, even when playing D&D-inspired games. I agree that sometimes the rules baggage of 3.5 does consume from the role-playing experience. But when all that material is readily at hand in detail, instead of just vague ideas which one would need to adjust, I find the idea kind of absurd.
What's your take on the matter? Would Forgotten Realms, Eberron or Planescape (or any other setting for that matter) be more enjoyable with another system or is D&D an important part of them? I know I'll still go with 3.5 for that campaign but try to avoid too much tactical figure chess.