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Elements of a realistic campaign
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<blockquote data-quote="William drake" data-source="post: 3795300" data-attributes="member: 49143"><p>...wounds hurt, well, at least as much as they should normaly. A good DM can make his players understand that as much as they'd like to keep fighting they might want to sit this one out since they still have a spear in their side and the stab wound from the daybefore wouldn't help much either. This style of gameplay however isn't liked by many...so that might be hard to do. </p><p>...yes. I second the notion that monsters Shouldn't have money. I do however think that perhaps they should be Worth money: their skin, their vital organs. Perhaps they can be taken into town and sold to the local wizards who use parts of their bodies for magical compents in their spells...seems like a likely option, and then they would get paid the amount said part is worth. (yes, this may be gross..and time consuming to find and sell parts of a slaughterd monster...but what did trappers and bear hunters or exotic fishermen do?) Same thing. And you can't always say "well they took it becasue it was Shinny"</p><p>I think most monsters, who have things they don't need, have them becasue those they killed had them on them at the time...or if they have food or w/e, its becaues they raided things to get them. </p><p>...down time to learn things, heal, or move across the world. Time jumping is fun, but if you time jump alot its like fast forwarding through the bad parts...and then it makes what is going on less Real.</p><p>...my fave besides making damage more realisitc *see Elric/ or any modern style Rp game that deals with guns and human healing times for rules* is making magic more distant, dangerous, mysterious and did I say DEADLY. Even to those who cast it. Less magical items, and then even less people who would wish to even touch one. *think Conan and his dislike for magic*</p><p></p><p>Just some thoughts.</p><p></p><p>Game On</p></blockquote><p></p>
[QUOTE="William drake, post: 3795300, member: 49143"] ...wounds hurt, well, at least as much as they should normaly. A good DM can make his players understand that as much as they'd like to keep fighting they might want to sit this one out since they still have a spear in their side and the stab wound from the daybefore wouldn't help much either. This style of gameplay however isn't liked by many...so that might be hard to do. ...yes. I second the notion that monsters Shouldn't have money. I do however think that perhaps they should be Worth money: their skin, their vital organs. Perhaps they can be taken into town and sold to the local wizards who use parts of their bodies for magical compents in their spells...seems like a likely option, and then they would get paid the amount said part is worth. (yes, this may be gross..and time consuming to find and sell parts of a slaughterd monster...but what did trappers and bear hunters or exotic fishermen do?) Same thing. And you can't always say "well they took it becasue it was Shinny" I think most monsters, who have things they don't need, have them becasue those they killed had them on them at the time...or if they have food or w/e, its becaues they raided things to get them. ...down time to learn things, heal, or move across the world. Time jumping is fun, but if you time jump alot its like fast forwarding through the bad parts...and then it makes what is going on less Real. ...my fave besides making damage more realisitc *see Elric/ or any modern style Rp game that deals with guns and human healing times for rules* is making magic more distant, dangerous, mysterious and did I say DEADLY. Even to those who cast it. Less magical items, and then even less people who would wish to even touch one. *think Conan and his dislike for magic* Just some thoughts. Game On [/QUOTE]
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