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How 'different' can a setting be, for you?
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<blockquote data-quote="mhacdebhandia" data-source="post: 1717207" data-attributes="member: 18832"><p>I'm not emotionally attached to any of the flavour elements presented in the D&D books. So racial characteristics, for example, are things I feel free to ignore, as well as entire races - the setting I'm designing at the moment won't be using many of the <em>Player's Handbook</em> races, for example, apart from humans.</p><p></p><p>Ruleswise, well, I own and like <em>Arcana Unearthed</em>, so a rethink of the magic system which keeps the general feel of the D&D system suits me pretty well. I'd also be comfortable running or playing in a game which replaced magics with psionics - I really like the <em>Expanded Psionics Handbook</em> - or in a game which combined or altered both or either.</p><p></p><p>Campaign-specific core classes are fine with me; I'm using some variant classes right alongside the standard classes in my own setting. Additions to the system, like bloodlines and sanity, are things I like as well.</p><p></p><p>One thing I'm much less interested in are radical changes to the basics of the system. I like D&D's abstraction of combat, so changes like armour as DR or vitality/wound points are things I'm not interested in. That's not to say I would automatically turn down the chance to play in a game which used them, but I would rather be playing a different system (like GURPS) than play D&D with a bunch of patches to make things more "realistic" or "gritty".</p><p></p><p>But flavourwise, Hell - in Second Edition two of my favourite settings were Planescape and Spelljammer, so I figure the weirder the better.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 1717207, member: 18832"] I'm not emotionally attached to any of the flavour elements presented in the D&D books. So racial characteristics, for example, are things I feel free to ignore, as well as entire races - the setting I'm designing at the moment won't be using many of the [i]Player's Handbook[/i] races, for example, apart from humans. Ruleswise, well, I own and like [i]Arcana Unearthed[/i], so a rethink of the magic system which keeps the general feel of the D&D system suits me pretty well. I'd also be comfortable running or playing in a game which replaced magics with psionics - I really like the [i]Expanded Psionics Handbook[/i] - or in a game which combined or altered both or either. Campaign-specific core classes are fine with me; I'm using some variant classes right alongside the standard classes in my own setting. Additions to the system, like bloodlines and sanity, are things I like as well. One thing I'm much less interested in are radical changes to the basics of the system. I like D&D's abstraction of combat, so changes like armour as DR or vitality/wound points are things I'm not interested in. That's not to say I would automatically turn down the chance to play in a game which used them, but I would rather be playing a different system (like GURPS) than play D&D with a bunch of patches to make things more "realistic" or "gritty". But flavourwise, Hell - in Second Edition two of my favourite settings were Planescape and Spelljammer, so I figure the weirder the better. [/QUOTE]
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