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GM Authority (Edited For Clarity, Post #148)
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<blockquote data-quote="doctorbadwolf" data-source="post: 8149580" data-attributes="member: 6704184"><p>This, at the end of the day, is it.</p><p></p><p>The bolded is worth repeating. </p><p></p><p>As for elfs, yeah seriously an elf could easily be something like a High Valerian (who absolutely are analogous to Tolkein's Numenorians and Dunadain, who are only mostly/technically human), children of the forest, something like a warforged (though hopefully concealed somewhat by being in a suit of armor), or even just...one of the foreign peoples who have trouble integrating with their neighbors or remain very independent and distinct in spite of generations of close interactions. </p><p></p><p>Elves are one of the easiest fantasy races to include in such a world, even before we address that it's more likely a world inspired by GoT than the world itself. </p><p></p><p>Well, them and Goliaths. They even have cold resistence, making them perfect for hardy ice dwelling descendants of giants.</p><p></p><p>And Firbolgs, tbh. Why shouldn't there be giant-scions whose blood is effected by children of the forest? or just big strong children.</p><p></p><p>And Vryloka and Shadar-kai. There's a lot of death-related people. High Valerians, if you don't use elves for that. The people to the far east who live under dark magic and/or the Lord of Light. Individuals who have been brought back or infused with the terrible power of various gods or other, old or new.</p><p></p><p>And forest gnomes. the children of the forest could go a lot of ways. mental magic resistant folk who can command illusions and speak to birds.</p><p></p><p>And others, I'm sure.</p><p></p><p>Yikes. Why would you assume something wild like that? </p><p>Unless you mean, literally the GoT world, as such, with a serious intention of sticking to canon, I don't see what difficulty you're imagining that would require a bunch of houserules or homebrew, nor do I understand why you'd expect to have direct mention of any houserules or homebrew before you tell the GM if you're interested in the basic premise or not.</p><p></p><p>Game system is an entirely different beast. One of my best friends is very, very, reluctant to learn new systems just to play a given campaign. </p><p></p><p>[spoiler=tangent] He views it as a waste of time and effort, when he knows damn well we can do pretty much anything we want in either DnD with some mild variation (seriously, I'm considering starting a new thread about my Space Fantasy galaxy setting, it's fully playable, with maybe 5% more work needed than it normally takes to set up a campaign with some custom PC needs, and it's DnD meets Star Wars meets Treasure Planet meets Cowboy Bebop or Firefly meets Galaxy Rangers) </p><p></p><p>or </p><p></p><p>with a "system" that is basically "describe your character using this list of half dozen or so questions about them. If your description or something determined in play tells us that a task is harder or easier for you, or you are clueless or expert in it, etc, you have advantage or disadvantage. All resolution is done by the player rolling 2d6 against a success ladder, advantage rolls 3d6 and drops the lowest, disadvantage drops the highest die instead. That's the whole system." </p><p></p><p>Those are the two systems we use to play our games. Has been for a couple years, since we talked about getting back into one of our many SWSE games, and couldn't stop getting distracted talking about how we would like to fix that system to our tastes, and decided to create Space Fantasy instead. [/spoiler]</p><p></p><p>Game system impacts every aspect of play, to some degree. It's a bigger deal to compromise on.</p><p></p><p></p><p>Playing GOT in DnD would only be hard if we want to literally play in that world, as such, keeping to canon. Much more common, IME, is to play a game inspired by something, set in a world built by the GM with a healthy dose of plagiarism, but also influenced heavily by what the GM and the group involved actually enjoy about playing TTRPGs. In that context, DnD inspired by GOT is easy.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8149580, member: 6704184"] This, at the end of the day, is it. The bolded is worth repeating. As for elfs, yeah seriously an elf could easily be something like a High Valerian (who absolutely are analogous to Tolkein's Numenorians and Dunadain, who are only mostly/technically human), children of the forest, something like a warforged (though hopefully concealed somewhat by being in a suit of armor), or even just...one of the foreign peoples who have trouble integrating with their neighbors or remain very independent and distinct in spite of generations of close interactions. Elves are one of the easiest fantasy races to include in such a world, even before we address that it's more likely a world inspired by GoT than the world itself. Well, them and Goliaths. They even have cold resistence, making them perfect for hardy ice dwelling descendants of giants. And Firbolgs, tbh. Why shouldn't there be giant-scions whose blood is effected by children of the forest? or just big strong children. And Vryloka and Shadar-kai. There's a lot of death-related people. High Valerians, if you don't use elves for that. The people to the far east who live under dark magic and/or the Lord of Light. Individuals who have been brought back or infused with the terrible power of various gods or other, old or new. And forest gnomes. the children of the forest could go a lot of ways. mental magic resistant folk who can command illusions and speak to birds. And others, I'm sure. Yikes. Why would you assume something wild like that? Unless you mean, literally the GoT world, as such, with a serious intention of sticking to canon, I don't see what difficulty you're imagining that would require a bunch of houserules or homebrew, nor do I understand why you'd expect to have direct mention of any houserules or homebrew before you tell the GM if you're interested in the basic premise or not. Game system is an entirely different beast. One of my best friends is very, very, reluctant to learn new systems just to play a given campaign. [spoiler=tangent] He views it as a waste of time and effort, when he knows damn well we can do pretty much anything we want in either DnD with some mild variation (seriously, I'm considering starting a new thread about my Space Fantasy galaxy setting, it's fully playable, with maybe 5% more work needed than it normally takes to set up a campaign with some custom PC needs, and it's DnD meets Star Wars meets Treasure Planet meets Cowboy Bebop or Firefly meets Galaxy Rangers) or with a "system" that is basically "describe your character using this list of half dozen or so questions about them. If your description or something determined in play tells us that a task is harder or easier for you, or you are clueless or expert in it, etc, you have advantage or disadvantage. All resolution is done by the player rolling 2d6 against a success ladder, advantage rolls 3d6 and drops the lowest, disadvantage drops the highest die instead. That's the whole system." Those are the two systems we use to play our games. Has been for a couple years, since we talked about getting back into one of our many SWSE games, and couldn't stop getting distracted talking about how we would like to fix that system to our tastes, and decided to create Space Fantasy instead. [/spoiler] Game system impacts every aspect of play, to some degree. It's a bigger deal to compromise on. Playing GOT in DnD would only be hard if we want to literally play in that world, as such, keeping to canon. Much more common, IME, is to play a game inspired by something, set in a world built by the GM with a healthy dose of plagiarism, but also influenced heavily by what the GM and the group involved actually enjoy about playing TTRPGs. In that context, DnD inspired by GOT is easy. [/QUOTE]
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