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Has complexity every worked for you as a DM?
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<blockquote data-quote="Gothmog" data-source="post: 3435009" data-attributes="member: 317"><p>I agree with Mouseferatu- I love complex and deep-immersion games. Jusr rolling dice and hacking my way through a dungeon is rather dull- its fine for beer & pretzel games, or for a one-off, but I prefer my campaigns to have multiple layers of complexity the players unravel, trying to wrap their brains around whats going on.</p><p></p><p>A couple of examples:</p><p></p><p>The paladin in my homebrew campaign is part of an elite order of knights in his church, the Knights Veritas. Its considered a high distinction to be allowed to join the order, and once inside, he thought things would be all roses. Instead, he found that a dangerous game of espionage was being played within the church involving conflicting interpretations of prophecy and doctrine that the rest of the clergy was largely unaware of. He tends to be a little more liberal in his interpretation of doctrine, holding that the tenants of the church should benefit commoner and noble, while the conservative elements favor the nobles and status quo. He's nearly come to blows with another paladin over it, and knows of some not-so-nice thing each side has done to try and manipulate events to their advantage (I use an allegiances rather than alignment system).</p><p></p><p>Another example, in the same campaign, involves the activity of demons (IMC, this is any evil extraplanar creature) and why there are apparently inviolate rules concerning the abilty of gods and demons to interefere in the world. For example, gods are prohibited from ever setting foot on the world or manifesting avatars, and demons must be summoned or invited into the world. In addition, gods cannot be communed with directly, and planar travel is impossible. As the characters went on adventures, they began to uncover references and myths about prehistory, and realized something odd was going on, especially in regards to conflicting evidence concerning creation myths of humans being children of the gods. Plus, they have uncovered evidence of elder beings (basically Cthulhu mythos-like creatures) that don't seem to have any place in accepted cosmology. They also noticed the deeper they delved into the topic, the more some churches, madmen, and diabolists tried to warn them off the path, and/or kill them. They still haven't figured it out yet after 8 years (real time) of gaming, but they have some interesting theories, and in fact some of their discussion has fueled my creative fires as I incorporate or modify some of their ideas. Its fun to watch them get excited when some part of their theories prove to be right and their complete bewilderment when something new and unexpected pops up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Gothmog, post: 3435009, member: 317"] I agree with Mouseferatu- I love complex and deep-immersion games. Jusr rolling dice and hacking my way through a dungeon is rather dull- its fine for beer & pretzel games, or for a one-off, but I prefer my campaigns to have multiple layers of complexity the players unravel, trying to wrap their brains around whats going on. A couple of examples: The paladin in my homebrew campaign is part of an elite order of knights in his church, the Knights Veritas. Its considered a high distinction to be allowed to join the order, and once inside, he thought things would be all roses. Instead, he found that a dangerous game of espionage was being played within the church involving conflicting interpretations of prophecy and doctrine that the rest of the clergy was largely unaware of. He tends to be a little more liberal in his interpretation of doctrine, holding that the tenants of the church should benefit commoner and noble, while the conservative elements favor the nobles and status quo. He's nearly come to blows with another paladin over it, and knows of some not-so-nice thing each side has done to try and manipulate events to their advantage (I use an allegiances rather than alignment system). Another example, in the same campaign, involves the activity of demons (IMC, this is any evil extraplanar creature) and why there are apparently inviolate rules concerning the abilty of gods and demons to interefere in the world. For example, gods are prohibited from ever setting foot on the world or manifesting avatars, and demons must be summoned or invited into the world. In addition, gods cannot be communed with directly, and planar travel is impossible. As the characters went on adventures, they began to uncover references and myths about prehistory, and realized something odd was going on, especially in regards to conflicting evidence concerning creation myths of humans being children of the gods. Plus, they have uncovered evidence of elder beings (basically Cthulhu mythos-like creatures) that don't seem to have any place in accepted cosmology. They also noticed the deeper they delved into the topic, the more some churches, madmen, and diabolists tried to warn them off the path, and/or kill them. They still haven't figured it out yet after 8 years (real time) of gaming, but they have some interesting theories, and in fact some of their discussion has fueled my creative fires as I incorporate or modify some of their ideas. Its fun to watch them get excited when some part of their theories prove to be right and their complete bewilderment when something new and unexpected pops up. :cool: [/QUOTE]
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