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<blockquote data-quote="jmucchiello" data-source="post: 4873736" data-attributes="member: 813"><p>Okay, I must be crazy because I don't see anything that prevents you from creating a campaign and running it like this. It takes two seconds to define how beam weapons works. Transporters are already supported by magic items with unlimited use teleportation. Space dogfights are no different from aerial combat between large monsters. (There was even a d20 modern article in Dragon (while it was still print) involving space combat IIRC.)</p><p></p><p>I wish I could remember who posted it but a couple years back someone on these boards was describing a cool event in a game. A character died at an inconvenient time and the DM didn't want the players to pull out and head back to town so he could be raised. The plot made it hard for a replacement character to jump in. So in a flash of inspiration (or insanity) the DM took the player aside and said (paraphrased) "You wake up in the clone cell, the computer quickly briefs you on your mission and brings you up to speed on what was happening before you died. You find yourself at an airlock, exiting Alpha Complex. You walk out onto a terrraformed planet climbing up a small hill in front of you. As you reach the top you see the other operatives standing around the corpse of clone-1." Conflating classic Paranoia with D&D is a crazy concept. He's turned the adventuring party from fantasy archetypes to futuristic holo-deck style characters pretending to be fantasy archetypes. </p><p></p><p>Again, there is nothing inherently difficult about putting firearms into D&D. There were many campaign settings made by 3rd party publishers during the 3e era who included firearms in their games. Ancient spaceships have been in D&D since S3: Expedition to the Barrier Peaks. I'm still not seeing what more you need WotC to do to support a Wild ARMS campaign. A simple Dragon article on DDI for firearms covers it completely.</p><p></p><p></p><p></p><p>I've already mentioned that combining D&D and post-apocalyptic future is in the 1e DMG. In 4e fighting robots is dead simple. What is the difference between a manticore and a giant robot with missiles? So you have to add the "non-living" attribute to the manticore. That's it. Using the manticore stats as is and describing the monster as a robot should make the players think you have stats for a robot.</p><p></p><p>All of this is window dressing. Instead of saying, "You enter a damp cave. A patchwork of luminous fungus lights the rough rock walls that extend far into the distance," you could say, "You enter a metal corridor. Recessed lamps illuminate the smooth surface of the walls that extend far into the distance."</p><p></p><p></p><p>As I said, this could be covered in a single DDI article. I think you should be emailing WotC customer support asking them to include something like this in PHB3.</p><p></p><p></p><p>No one said there shouldn't be more direct support. In fact the only reason there isn't direct support I would guess is the WotC designers are use to the idea that people can just make this stuff up themselves. You need to convince them that direct support for guns is wanted by their player base.</p><p></p><p></p><p>How old are you? Could this just be an issue of players of your generation just haven't fully integrated into the design and development groups at WotC? Maybe the support you want will happen automatically in 5-10 years when WotC has more writers and designers from "your generation". If this is truly a generational thing then you just need to wait for the generations to pass. Just remember this thread when some kid is posting the D&D doesn't do what he wants it to do based on the MMOs he's played on his cellphone.</p><p></p><p>"People try to put us... down."</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 4873736, member: 813"] Okay, I must be crazy because I don't see anything that prevents you from creating a campaign and running it like this. It takes two seconds to define how beam weapons works. Transporters are already supported by magic items with unlimited use teleportation. Space dogfights are no different from aerial combat between large monsters. (There was even a d20 modern article in Dragon (while it was still print) involving space combat IIRC.) I wish I could remember who posted it but a couple years back someone on these boards was describing a cool event in a game. A character died at an inconvenient time and the DM didn't want the players to pull out and head back to town so he could be raised. The plot made it hard for a replacement character to jump in. So in a flash of inspiration (or insanity) the DM took the player aside and said (paraphrased) "You wake up in the clone cell, the computer quickly briefs you on your mission and brings you up to speed on what was happening before you died. You find yourself at an airlock, exiting Alpha Complex. You walk out onto a terrraformed planet climbing up a small hill in front of you. As you reach the top you see the other operatives standing around the corpse of clone-1." Conflating classic Paranoia with D&D is a crazy concept. He's turned the adventuring party from fantasy archetypes to futuristic holo-deck style characters pretending to be fantasy archetypes. Again, there is nothing inherently difficult about putting firearms into D&D. There were many campaign settings made by 3rd party publishers during the 3e era who included firearms in their games. Ancient spaceships have been in D&D since S3: Expedition to the Barrier Peaks. I'm still not seeing what more you need WotC to do to support a Wild ARMS campaign. A simple Dragon article on DDI for firearms covers it completely. I've already mentioned that combining D&D and post-apocalyptic future is in the 1e DMG. In 4e fighting robots is dead simple. What is the difference between a manticore and a giant robot with missiles? So you have to add the "non-living" attribute to the manticore. That's it. Using the manticore stats as is and describing the monster as a robot should make the players think you have stats for a robot. All of this is window dressing. Instead of saying, "You enter a damp cave. A patchwork of luminous fungus lights the rough rock walls that extend far into the distance," you could say, "You enter a metal corridor. Recessed lamps illuminate the smooth surface of the walls that extend far into the distance." As I said, this could be covered in a single DDI article. I think you should be emailing WotC customer support asking them to include something like this in PHB3. No one said there shouldn't be more direct support. In fact the only reason there isn't direct support I would guess is the WotC designers are use to the idea that people can just make this stuff up themselves. You need to convince them that direct support for guns is wanted by their player base. How old are you? Could this just be an issue of players of your generation just haven't fully integrated into the design and development groups at WotC? Maybe the support you want will happen automatically in 5-10 years when WotC has more writers and designers from "your generation". If this is truly a generational thing then you just need to wait for the generations to pass. Just remember this thread when some kid is posting the D&D doesn't do what he wants it to do based on the MMOs he's played on his cellphone. "People try to put us... down." [/QUOTE]
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