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De-magicking D&D Adventures
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<blockquote data-quote="Darrell" data-source="post: 4007326" data-attributes="member: 680"><p>No concrete examples here, because I tend to make my own adventures, rather than using published material 'from the book,' but I've generally found it quite easy to 'switch out' one enemy for a less-magical type of enemy (though I agree with ironregime about limiting magic items if using published adventures). </p><p></p><p>Of course, my games have less magic than the average 3.X campaign (or so I've been led to believe by reading the comments made by many of the posters on these boards), anyway.</p><p></p><p>I must admit, also, that I even tend to pare down the contents of the <em>Monster Manual</em> for my games. Most of the 'high-magic' critters are never used, and many monsters (especially ones whose functions seem to duplicate each other) are simply dumped. If I'm reading published material, and I see the word 'bugbear' or 'hobgoblin,' my mind substitutes the word 'orc.' Similarly, 'kobold' = 'goblin.' The idea of 'drow' being substituted with a cult of spider-worshipping humans (elves, dwarves, etc.) who operate out of a series of underground caverns is one that appeals to me.</p><p></p><p>I'm trying to remember some of the 'classic' critters/plots from older modules, but it's been a long time...what other mods might be looked at for this kind of 'switch?'</p><p></p><p>Regards,</p><p>Darrell</p></blockquote><p></p>
[QUOTE="Darrell, post: 4007326, member: 680"] No concrete examples here, because I tend to make my own adventures, rather than using published material 'from the book,' but I've generally found it quite easy to 'switch out' one enemy for a less-magical type of enemy (though I agree with ironregime about limiting magic items if using published adventures). Of course, my games have less magic than the average 3.X campaign (or so I've been led to believe by reading the comments made by many of the posters on these boards), anyway. I must admit, also, that I even tend to pare down the contents of the [I]Monster Manual[/I] for my games. Most of the 'high-magic' critters are never used, and many monsters (especially ones whose functions seem to duplicate each other) are simply dumped. If I'm reading published material, and I see the word 'bugbear' or 'hobgoblin,' my mind substitutes the word 'orc.' Similarly, 'kobold' = 'goblin.' The idea of 'drow' being substituted with a cult of spider-worshipping humans (elves, dwarves, etc.) who operate out of a series of underground caverns is one that appeals to me. I'm trying to remember some of the 'classic' critters/plots from older modules, but it's been a long time...what other mods might be looked at for this kind of 'switch?' Regards, Darrell [/QUOTE]
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