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Embracing the D&Disms
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<blockquote data-quote="Quasqueton" data-source="post: 1680161" data-attributes="member: 3854"><p>There have been a lot of threads complaining about how certain spells or magic items "ruin" a campaign. <em>Teleport</em>, <em>raise dead</em>, <em>remove disease</em>, the various divinations, etc. I used to have a conceptual problem with these spells too, back when I was playing AD&D1. But my campaigns never got above 6-7th level, so most of the "problems" never came up in play.</p><p></p><p>Now, with D&D3, I've decided to create my campaign world with these spells in mind. I've fully embraced the spells and magic items that are a core part of D&D. I've considered how the world would have evolved culturally, socially, and "technologically" with the standard D&D magic. I've organized my campaign with the knowledge that many people (though still only a very small percentage of the general population) can heal wounds, cure diseases, double crop output, divine secrets, teleport from place to place, and raise the dead. And I don't have to create any new spells or items to deal with the core spells -- I assume only the core spells and items are commonly known and used.</p><p></p><p>And I don't say this to brag on myself for being particularly clever or wise. Just that I've found accepting all the "game breaking" spells of D&D, and working with them, actually releived a lot of mental stumbling blocks for creating my games. I have actually found it interesting to make some situations/encounters/adventures *require* the use of D&D spells and magic items - requiring teleport-type spells to access certain areas, requiring divinations to find out the next thing to do, etc.</p><p></p><p>How many other DMs here have taken the core D&D concepts and extrapolated the results to their campaign world? How many of you have embraced the D&D spells and items that some see as problematic or game-breaking? How is your gaming experience with this approach?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1680161, member: 3854"] There have been a lot of threads complaining about how certain spells or magic items "ruin" a campaign. [i]Teleport[/i], [i]raise dead[/i], [i]remove disease[/i], the various divinations, etc. I used to have a conceptual problem with these spells too, back when I was playing AD&D1. But my campaigns never got above 6-7th level, so most of the "problems" never came up in play. Now, with D&D3, I've decided to create my campaign world with these spells in mind. I've fully embraced the spells and magic items that are a core part of D&D. I've considered how the world would have evolved culturally, socially, and "technologically" with the standard D&D magic. I've organized my campaign with the knowledge that many people (though still only a very small percentage of the general population) can heal wounds, cure diseases, double crop output, divine secrets, teleport from place to place, and raise the dead. And I don't have to create any new spells or items to deal with the core spells -- I assume only the core spells and items are commonly known and used. And I don't say this to brag on myself for being particularly clever or wise. Just that I've found accepting all the "game breaking" spells of D&D, and working with them, actually releived a lot of mental stumbling blocks for creating my games. I have actually found it interesting to make some situations/encounters/adventures *require* the use of D&D spells and magic items - requiring teleport-type spells to access certain areas, requiring divinations to find out the next thing to do, etc. How many other DMs here have taken the core D&D concepts and extrapolated the results to their campaign world? How many of you have embraced the D&D spells and items that some see as problematic or game-breaking? How is your gaming experience with this approach? Quasqueton [/QUOTE]
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