I know their are similar threads and comments throughout the forums. I lurk more than I post so I've seen a bunch of them. Still, I've been wanting to ask this for a while now (partially out of curiosity, but also as a poorly veiled bit of marketing research). So here goes...
How 'different' can a campaign setting be before you decide its strayed too far away from the game for your tastes? Do you prefer a game where nearly all of the difference is flavor and clever 'twists' in the fluff? Or can you stand a setting where changes have been made to the 'crunchy bits' of the game? If so, how far can those changes to the rules go before it crosses the line for you?
I'm just wondering how far a campaign setting can generally deviate from the core rules before folks start losing interest in it as a setting they might be interested in playing in or running. I know that, regardless of how many changes are made to the rules, the setting itself (the fluff) has to be worth looking at. But, from comments I've seen from other players, I know that rule variations can make or break a game too. I'd love to get some insight as to where some of you weigh in.
How 'different' can a campaign setting be before you decide its strayed too far away from the game for your tastes? Do you prefer a game where nearly all of the difference is flavor and clever 'twists' in the fluff? Or can you stand a setting where changes have been made to the 'crunchy bits' of the game? If so, how far can those changes to the rules go before it crosses the line for you?
- For instance...
A setting with only one race (i.e. only humans) or all new races to replace the 'core races'. Assume the new races are done well and not just elves or dwarves with different names.
A setting where the magic system has been completely replaced (altering spells and magic items along with it).
A setting where 75% or more (or even all) of the core classes have been replaced with campaign specific core classes.
A setting that uses some combination of Vitality/Wound Points, Armor as DR, and/or Defense Bonus to replace the core AC and HP systems.
A setting that uses one or more UA option such as Bloodlines, Paragon Classes, Weapon Groups, Craft Points, Action Points, etc...
A setting that uses three or more of the above examples (or other rule changes).
I'm just wondering how far a campaign setting can generally deviate from the core rules before folks start losing interest in it as a setting they might be interested in playing in or running. I know that, regardless of how many changes are made to the rules, the setting itself (the fluff) has to be worth looking at. But, from comments I've seen from other players, I know that rule variations can make or break a game too. I'd love to get some insight as to where some of you weigh in.
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