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D&D - Thinking outside of the box
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3215826" data-attributes="member: 7177"><p>I think I may have offended some people with the way I wrote my initial post, and in retrospect, I could have worded this better. To those who I offended, I apologize - it was late and I was tired when I wrote this.</p><p></p><p>I guess my point is ultimately this: There is a whole world of gaming outside of the "standard" D&D worlds of Greyhawk, Forgotten Realms, and so on, and it is worth taking a look at it <em>even if you continue to play "standard" D&D</em>. Because then, you will have made an informed choice about what kinds of settings and play styles you prefer, instead of simply not knowing about the alternatives.</p><p></p><p>And reading other, non-d20 games helps you look at your D&D campaigns in new way and come up with fresh, new adventure and campaign ideas. Most D&D books are written very well, but most of them come from similar perspectives since they need to work within the D&D framework - but non-d20 games can come from completely different perspectives, and those perspectives can be very interesting and illuminating indeed.</p><p></p><p>Some of my best Forgotten Realms adventures were inspired by <strong>Delta Green: Countdown</strong>, a sourcebook for modern conspiracy horror set in the universe of the Cthulhu Mythos. And speaking of horror, <strong>GURPS Horror</strong> is probably the best gaming treatment of horror out there - not for its stats and rules, of which there are quite few, but of its through analysis of what has scared humans throughout the ages, and how to use that in campaigns. In fact, the whole <strong>GURPS</strong> line is a neverending source of inspiration and High Weirdness that's deeply plunderable for almost any campaign - and its <strong>Transhuman Space</strong> setting has allowed me to write the essay <a href="http://www.sjgames.com/pyramid/login/article.html?id=3382" target="_blank">"Elves: A Case Study of Transhumanism in Fantasy Worlds"</a>, which takes a look at the ordinary D&D "sylvan races" through a very warped lens indeed. Then there is the <strong>Exalted</strong> RPG which for the first time made me understand what high-powered play should be all about - much more so than the <em>Epic Level Handbook</em> or the 9th level spells in the Core Rules.</p><p></p><p></p><p><em>That's</em> what I was trying to get at: Only by gaining new perspectives on role-playing is it possible to bring your gaming to the next level.</p><p></p><p>Pun intended.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3215826, member: 7177"] I think I may have offended some people with the way I wrote my initial post, and in retrospect, I could have worded this better. To those who I offended, I apologize - it was late and I was tired when I wrote this. I guess my point is ultimately this: There is a whole world of gaming outside of the "standard" D&D worlds of Greyhawk, Forgotten Realms, and so on, and it is worth taking a look at it [i]even if you continue to play "standard" D&D[/i]. Because then, you will have made an informed choice about what kinds of settings and play styles you prefer, instead of simply not knowing about the alternatives. And reading other, non-d20 games helps you look at your D&D campaigns in new way and come up with fresh, new adventure and campaign ideas. Most D&D books are written very well, but most of them come from similar perspectives since they need to work within the D&D framework - but non-d20 games can come from completely different perspectives, and those perspectives can be very interesting and illuminating indeed. Some of my best Forgotten Realms adventures were inspired by [b]Delta Green: Countdown[/b], a sourcebook for modern conspiracy horror set in the universe of the Cthulhu Mythos. And speaking of horror, [b]GURPS Horror[/b] is probably the best gaming treatment of horror out there - not for its stats and rules, of which there are quite few, but of its through analysis of what has scared humans throughout the ages, and how to use that in campaigns. In fact, the whole [b]GURPS[/b] line is a neverending source of inspiration and High Weirdness that's deeply plunderable for almost any campaign - and its [b]Transhuman Space[/b] setting has allowed me to write the essay [URL=http://www.sjgames.com/pyramid/login/article.html?id=3382]"Elves: A Case Study of Transhumanism in Fantasy Worlds"[/URL], which takes a look at the ordinary D&D "sylvan races" through a very warped lens indeed. Then there is the [b]Exalted[/b] RPG which for the first time made me understand what high-powered play should be all about - much more so than the [i]Epic Level Handbook[/i] or the 9th level spells in the Core Rules. [i]That's[/i] what I was trying to get at: Only by gaining new perspectives on role-playing is it possible to bring your gaming to the next level. Pun intended. [/QUOTE]
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