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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="tetrasodium" data-source="post: 9359705" data-attributes="member: 93670"><p>Specific example context matters, your earlier point that frogreaver too issue with is with is presented as bit overly absolute.</p><p>[spoiler="said statement"]</p><p></p><p>[/spoiler]</p><p>Take these 2e quotes as an example of the first & most obvious examples from an edition known for being about as far into trad & "the GM is god" that ttrpgs have ever gone.</p><p>[spoiler="2ePHB pg113"]</p><p> Although your DM has the rules for handling spell</p><p>research, there are some things you should know about how</p><p>to proceed. Firs<strong>t and foremost, research means that you and </strong></p><p><strong>your DM will be working together to expand the game. This </strong></p><p><strong>is not a job he does for you! Without your input, nothing hap-</strong></p><p><strong>pens. </strong>Second, whatever your character researches, it cannot</p><p>be more powerful than the spells he is already able to cast.</p><p>If it is, you must wait until your character can cast spells of an</p><p>equal power. (Thus, as a 1st-level wizard, you cannot</p><p>research a spell that is as powerful as a fireball. You must</p><p>wait until your character can cast a fireball.) Finally, you will</p><p>have to be patient and willing to have your character spend</p><p>some money. He won’t create the spell immediately, as</p><p>research takes time. It also takes money, so you can expect</p><p>your DM to use this opportunity to relieve your character of</p><p>some of that excess cash. But, after all, how better for a spell-</p><p>caster to spend his money?</p><p><strong> Knowing these things, you should first write up a descrip-</strong></p><p><strong>tion of the spell you want to create.</strong> Be sure to include infor-</p><p>mation on components, saving throws, range, duration, and</p><p>all the other entries you find in the normal spell listings. When</p><p>you give your DM the written description, tell him what you</p><p>want the spell to do. (Sometimes what you write isn’t really</p><p>what you mean, and talking to your DM is a good way to</p><p>prevent confusion.) After this, he will either accept or reject</p><p>your spell. This is his choice and not all DMs will have the</p><p>same answer. Don’t kick and complain; find out what changes</p><p>are needed to make the spell acceptable. You can probably</p><p>iron out the differences.</p><p> Once all these things are done, your character can research</p><p>the spell. Be ready for this to take some time. Eventually he</p><p>will succeed, although the spell may not do quite what he</p><p>expected. Your DM may revise the spell, perhaps reducing the</p><p>area of effect or damage inflicted. Finally, all you have to do is</p><p>name your spell. This should be something suitably pomp-</p><p>ous, such as “Delsenora’s Malevolent Steamroller.” After all,</p><p>you want something to impress the locals!</p><p>[/spoiler]</p><p></p><p>[spoiler="2edmg pg117"]</p><p><strong> Creating a magical item is much like </strong></p><p><strong>researching a new spell. <u>The DM and the </u></strong></p><p><u><strong>player must cooperate and work together to </strong></u></p><p><strong><u>bring about the desired goal</u>.</strong> However, there</p><p>are differences.</p><p> In magical item research, the desired goal</p><p>is usually well-known to both the player and</p><p>the DM. The player says, “Rupert wants to cre-</p><p>ate a potion of clairaudience.” The effect is</p><p>known; what must be done to create it isn’t.</p><p>Therefore, once the player has stated his</p><p>desire, the DM decides what materials, formu-</p><p>lae, spells, and rites must be acquired and/or</p><p>performed to create the item.</p><p> Once the DM knows this, the player can</p><p>proceed. He does not tell the player what</p><p>he needs to do! It is up to the player to dis-</p><p>cover the processes and steps required to</p><p>create a magical item, however small. He</p><p>may consult a sage, seek the guidance of a</p><p>higher level spellcaster, or even use spells to</p><p>call upon greater powers.</p><p> Even after learning what he must do, the</p><p>spellcaster may have to do further research</p><p>to learn the techniques required for each</p><p>step. All of this will cost the character time</p><p>and money, so his dedication and resources</p><p>must be substantial if he hopes to succeed.</p><p>The process of gathering the needed infor-</p><p>mation and materials is a grand excuse for</p><p>[/spoiler]</p><p>Going all the way back you will find GM's who were happy to listen to/read & integrate player sourced additions into their game worlds & campaigns. Presenting claims to the contrary by describing what many would call a bad or newbie GM who is still learning as the gold standard just invites a deeper look at the other half of the claim. Even that other half is questionable & more complicated in system dependent ways; see the recent fate aspects & compels discussion or consider the impact of trying to play almost any other game with the self sabotage & backstabbing expected by games like fiasco & paranoia</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9359705, member: 93670"] Specific example context matters, your earlier point that frogreaver too issue with is with is presented as bit overly absolute. [spoiler="said statement"] [/spoiler] Take these 2e quotes as an example of the first & most obvious examples from an edition known for being about as far into trad & "the GM is god" that ttrpgs have ever gone. [spoiler="2ePHB pg113"] Although your DM has the rules for handling spell research, there are some things you should know about how to proceed. Firs[B]t and foremost, research means that you and your DM will be working together to expand the game. This is not a job he does for you! Without your input, nothing hap- pens. [/B]Second, whatever your character researches, it cannot be more powerful than the spells he is already able to cast. If it is, you must wait until your character can cast spells of an equal power. (Thus, as a 1st-level wizard, you cannot research a spell that is as powerful as a fireball. You must wait until your character can cast a fireball.) Finally, you will have to be patient and willing to have your character spend some money. He won’t create the spell immediately, as research takes time. It also takes money, so you can expect your DM to use this opportunity to relieve your character of some of that excess cash. But, after all, how better for a spell- caster to spend his money? [B] Knowing these things, you should first write up a descrip- tion of the spell you want to create.[/B] Be sure to include infor- mation on components, saving throws, range, duration, and all the other entries you find in the normal spell listings. When you give your DM the written description, tell him what you want the spell to do. (Sometimes what you write isn’t really what you mean, and talking to your DM is a good way to prevent confusion.) After this, he will either accept or reject your spell. This is his choice and not all DMs will have the same answer. Don’t kick and complain; find out what changes are needed to make the spell acceptable. You can probably iron out the differences. Once all these things are done, your character can research the spell. Be ready for this to take some time. Eventually he will succeed, although the spell may not do quite what he expected. Your DM may revise the spell, perhaps reducing the area of effect or damage inflicted. Finally, all you have to do is name your spell. This should be something suitably pomp- ous, such as “Delsenora’s Malevolent Steamroller.” After all, you want something to impress the locals! [/spoiler] [spoiler="2edmg pg117"] [B] Creating a magical item is much like researching a new spell. [U]The DM and the [/U][/B] [U][B]player must cooperate and work together to [/B][/U] [B][U]bring about the desired goal[/U].[/B] However, there are differences. In magical item research, the desired goal is usually well-known to both the player and the DM. The player says, “Rupert wants to cre- ate a potion of clairaudience.” The effect is known; what must be done to create it isn’t. Therefore, once the player has stated his desire, the DM decides what materials, formu- lae, spells, and rites must be acquired and/or performed to create the item. Once the DM knows this, the player can proceed. He does not tell the player what he needs to do! It is up to the player to dis- cover the processes and steps required to create a magical item, however small. He may consult a sage, seek the guidance of a higher level spellcaster, or even use spells to call upon greater powers. Even after learning what he must do, the spellcaster may have to do further research to learn the techniques required for each step. All of this will cost the character time and money, so his dedication and resources must be substantial if he hopes to succeed. The process of gathering the needed infor- mation and materials is a grand excuse for [/spoiler] Going all the way back you will find GM's who were happy to listen to/read & integrate player sourced additions into their game worlds & campaigns. Presenting claims to the contrary by describing what many would call a bad or newbie GM who is still learning as the gold standard just invites a deeper look at the other half of the claim. Even that other half is questionable & more complicated in system dependent ways; see the recent fate aspects & compels discussion or consider the impact of trying to play almost any other game with the self sabotage & backstabbing expected by games like fiasco & paranoia [/QUOTE]
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