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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Wik" data-source="post: 4681006" data-attributes="member: 40177"><p>I'd love to do one using something like 4e, but with much of the assumed modifiers (bonuses from magic items, for example) stripped out. At reduced XP, so that PCs don't rocket up in XP.</p><p></p><p>Idea #1 would be set in a place similar to the Isle of Dread, with European-style colonial powers competing to control the area. It'd be a bit different from West Marches, in that there would be much RP (which power do the individual PCs side with? Do they help out with colonial mapping/trade missions? and so on) in the town area. But beyond that, it'd be RAW West Marches.</p><p></p><p>Idea #2 would be D&D in space, sort of. PCs have a fort (a moon base, or something), and they could explore planets. It'd pretty much be spelljammer, but done in a way that was less silly.</p><p></p><p>Idea #3 would be DARK SUN. How to really make a West Marches DS game would be difficult, though, because to me DARK SUN was about the interplay between the wilds and the cities. And West Marches is not about the cities (once you enter a city, the GM pretty much has to start dropping plot hooks).</p><p></p><p>I had the intention of running a game like this when the DDI table came out (every second friday, on my flex day!), but now... I have no clue. Which makes me sad.</p><p></p><p>***</p><p></p><p>Onto the topic at hand (it seems to change every five pages or so!)... I prefer simulationism in a game. I find Gamist approaches to make sense (it is a game, after all, and it should have fun mechanics), but when they override Simulationism, I get lost. I've said elsewhere in this thread that if a game becomes too Gamist, it's more or less competing with my Xbox. And my Xbox will always win in such a competition - it can run a purely "gamist" approach over an RPG, any day.</p></blockquote><p></p>
[QUOTE="Wik, post: 4681006, member: 40177"] I'd love to do one using something like 4e, but with much of the assumed modifiers (bonuses from magic items, for example) stripped out. At reduced XP, so that PCs don't rocket up in XP. Idea #1 would be set in a place similar to the Isle of Dread, with European-style colonial powers competing to control the area. It'd be a bit different from West Marches, in that there would be much RP (which power do the individual PCs side with? Do they help out with colonial mapping/trade missions? and so on) in the town area. But beyond that, it'd be RAW West Marches. Idea #2 would be D&D in space, sort of. PCs have a fort (a moon base, or something), and they could explore planets. It'd pretty much be spelljammer, but done in a way that was less silly. Idea #3 would be DARK SUN. How to really make a West Marches DS game would be difficult, though, because to me DARK SUN was about the interplay between the wilds and the cities. And West Marches is not about the cities (once you enter a city, the GM pretty much has to start dropping plot hooks). I had the intention of running a game like this when the DDI table came out (every second friday, on my flex day!), but now... I have no clue. Which makes me sad. *** Onto the topic at hand (it seems to change every five pages or so!)... I prefer simulationism in a game. I find Gamist approaches to make sense (it is a game, after all, and it should have fun mechanics), but when they override Simulationism, I get lost. I've said elsewhere in this thread that if a game becomes too Gamist, it's more or less competing with my Xbox. And my Xbox will always win in such a competition - it can run a purely "gamist" approach over an RPG, any day. [/QUOTE]
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