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Embracing the D&Disms
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<blockquote data-quote="A'koss" data-source="post: 1684708" data-attributes="member: 840"><p>This is an interesting thread and a certainly a topic that has created no small amount of discussion amongst our group over the years.</p><p> </p><p>We too had created a setting a few years back that was designed from the ground up to embrace all the wonderful D&Disms. It was later labelled, somewhat dubiously I might add, "Bunker World" due to the fact that the rather weak PC races had holed up in great magical fortress-cities linked by permanent teleportation circles and portals. Everything else was essentially ruled by powerful, intelligent monsters and spawn-creating undead. That was actually a lot of fun, and lasted for nearly two years, but a style that wore on us eventually as time went by.</p><p> </p><p>We went back to core level magic campaign that lasted for quite a while but there was always something about the core D&D mechanics, particularly at high levels, that created a kind of frustration among our group. One of our players said something that I think we we're all really beginning to feel - It just wasn't what he had envisioned high level adventuring to be like. Higher level D&D gaming doesn't really reflect anything but itself, but it's not like I need to tell anyone here that....</p><p> </p><p>It all comes back to this fundamental question - Do you let the rules dictate the setting and style of play or do you <em>mold</em> the rules to support the style of campaign you want to run?</p><p> </p><p>This question led to the beginnings of what would be a very, very long discussion geared towards really nailing down what style of play and what kind of campaign we could all enjoy. And one that would satisfy our need for things like internal cohesion and a level of believability in it's self-sustainability.</p><p> </p><p>Almost to our own surprise we found that our tastes have slowly gravitated towards a lower magic style of game and more "character-centric" as it were. Fun stuff developing it I can tell you. But who knows, years down the line we may yet again revisit core D&D style of game with all it's irksome rules intact.</p><p> </p><p>Just my two bits for tonight,</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1684708, member: 840"] This is an interesting thread and a certainly a topic that has created no small amount of discussion amongst our group over the years. We too had created a setting a few years back that was designed from the ground up to embrace all the wonderful D&Disms. It was later labelled, somewhat dubiously I might add, "Bunker World" due to the fact that the rather weak PC races had holed up in great magical fortress-cities linked by permanent teleportation circles and portals. Everything else was essentially ruled by powerful, intelligent monsters and spawn-creating undead. That was actually a lot of fun, and lasted for nearly two years, but a style that wore on us eventually as time went by. We went back to core level magic campaign that lasted for quite a while but there was always something about the core D&D mechanics, particularly at high levels, that created a kind of frustration among our group. One of our players said something that I think we we're all really beginning to feel - It just wasn't what he had envisioned high level adventuring to be like. Higher level D&D gaming doesn't really reflect anything but itself, but it's not like I need to tell anyone here that.... It all comes back to this fundamental question - Do you let the rules dictate the setting and style of play or do you [i]mold[/i] the rules to support the style of campaign you want to run? This question led to the beginnings of what would be a very, very long discussion geared towards really nailing down what style of play and what kind of campaign we could all enjoy. And one that would satisfy our need for things like internal cohesion and a level of believability in it's self-sustainability. Almost to our own surprise we found that our tastes have slowly gravitated towards a lower magic style of game and more "character-centric" as it were. Fun stuff developing it I can tell you. But who knows, years down the line we may yet again revisit core D&D style of game with all it's irksome rules intact. Just my two bits for tonight, A'koss. [/QUOTE]
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