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Does 3E/3.5 dictate a certain style of play?
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<blockquote data-quote="Griffith Dragonlake" data-source="post: 3256008" data-attributes="member: 40379"><p>QFT.</p><p></p><p>My only issue with 3.x is that it has evolved D&D to a SuperHero game far more than previous editions and that players expect campaigns to reflect this. I believe that this has been in response to the success of computer games. Clearly I'm out of step with the marketplace and I'm OK with that. The pool of available players who enjoy playing D&D the way I do has shrunk considerably which while highly disappointing really shouldn't be a surprise after almost 30 years of gaming. In order for D&D to thrive it must adapt and evolve to meet the needs of the new generation of gamers. My friend Mark runs a 3.5 game for his teenaged son and friends. Mark once told me that D&D has really changed a lot since we last played (1st. Ed AD&D) but that the teens really enjoy it. I say mission accomplished.</p><p></p><p>For us old fogeys, I see a number of options:</p><p>1. Give out a lot less experience points but otherwise play by the rules. Use Core Rules only. Emphasize roleplaying. This keeps the campaign much lower on the superhero scale.</p><p>2. Play Castles & Crusades (or older editions of D&D) for that 'old school' feel.</p><p>3. Play Conan RPG, Iron Heroes, Thieves' World, Black Company, etc.</p><p>4. Play 3.x but with some judicious supplements like Mythic Vistas: Medieval Player's Handbook (best job I've ever seen for capturing the true Medieval feel).</p><p>5. Build your own d20 campaign + house rules or RPG.</p><p></p><p>This allows for varying degrees of compromise between your personal preferences as a GM and the players.</p><p></p><p>PS. For what's it worth, EGG has posted a number of times that he thinks 3.x has become a superhero game that's veered far away from the traditional archetypes. I wholeheartedly agree with him but add that most D&D players today are happy with that change, as judged by sales. To each his own.</p></blockquote><p></p>
[QUOTE="Griffith Dragonlake, post: 3256008, member: 40379"] QFT. My only issue with 3.x is that it has evolved D&D to a SuperHero game far more than previous editions and that players expect campaigns to reflect this. I believe that this has been in response to the success of computer games. Clearly I'm out of step with the marketplace and I'm OK with that. The pool of available players who enjoy playing D&D the way I do has shrunk considerably which while highly disappointing really shouldn't be a surprise after almost 30 years of gaming. In order for D&D to thrive it must adapt and evolve to meet the needs of the new generation of gamers. My friend Mark runs a 3.5 game for his teenaged son and friends. Mark once told me that D&D has really changed a lot since we last played (1st. Ed AD&D) but that the teens really enjoy it. I say mission accomplished. For us old fogeys, I see a number of options: 1. Give out a lot less experience points but otherwise play by the rules. Use Core Rules only. Emphasize roleplaying. This keeps the campaign much lower on the superhero scale. 2. Play Castles & Crusades (or older editions of D&D) for that 'old school' feel. 3. Play Conan RPG, Iron Heroes, Thieves' World, Black Company, etc. 4. Play 3.x but with some judicious supplements like Mythic Vistas: Medieval Player's Handbook (best job I've ever seen for capturing the true Medieval feel). 5. Build your own d20 campaign + house rules or RPG. This allows for varying degrees of compromise between your personal preferences as a GM and the players. PS. For what's it worth, EGG has posted a number of times that he thinks 3.x has become a superhero game that's veered far away from the traditional archetypes. I wholeheartedly agree with him but add that most D&D players today are happy with that change, as judged by sales. To each his own. [/QUOTE]
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