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General Tabletop Discussion
*Dungeons & Dragons
How Do You Incorporate D&D Races & Classes Into Campaign Settings?
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<blockquote data-quote="Bawylie" data-source="post: 7871737" data-attributes="member: 6776133"><p>Usually, I run games with themes or a feel. To build that feel into the game, I put in a lot of conflicts, opportunities, and challenges. Wizards and Sorcerer’s spell lists have too many spells that sidestep those obstacles. The result is, instead of reinforcing the feel of the campaign, the party just waggles its fingers and moves on. </p><p></p><p>Instead of revising the spell list every game, I just drop those two classes. </p><p></p><p>Sometimes, it’s not just those two though. I’ve excluded clerics and paladins from Ravenloft/Horror campaigns, for example. And, depending on the setting, will allow either Fighter OR Barbarian (but not both). I also cut certain subclasses. </p><p></p><p>The players still have plenty of options. But since we’ve all agreed on the type of game we want to play ahead of time, they’re cool excluding stuff that plays hard against the tone and setting. </p><p></p><p>Side story - my kids’ group did character creation as part of the game itself. A royal wedding was attacked and they were commoners caught in the audience. I used their decisions (what they did in the battle and who they saved) to determine what was available to them as classes and stuff. They let the prince die but saved his squire (an old samurai) so the only heavy they could pick was fighter with subclass samurai. They let the priest die but saved the princess, so they couldn’t pick cleric as a class but saving the princess gave them some other in-game benefits (among the populace). They helped a goblin (disguised as a gnome) into the wedding to play music and so they got Bard (subclass college of valor, reflavored as a goblin skald) as their caster class. </p><p></p><p>Anyway, no wizards or sorcerers.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7871737, member: 6776133"] Usually, I run games with themes or a feel. To build that feel into the game, I put in a lot of conflicts, opportunities, and challenges. Wizards and Sorcerer’s spell lists have too many spells that sidestep those obstacles. The result is, instead of reinforcing the feel of the campaign, the party just waggles its fingers and moves on. Instead of revising the spell list every game, I just drop those two classes. Sometimes, it’s not just those two though. I’ve excluded clerics and paladins from Ravenloft/Horror campaigns, for example. And, depending on the setting, will allow either Fighter OR Barbarian (but not both). I also cut certain subclasses. The players still have plenty of options. But since we’ve all agreed on the type of game we want to play ahead of time, they’re cool excluding stuff that plays hard against the tone and setting. Side story - my kids’ group did character creation as part of the game itself. A royal wedding was attacked and they were commoners caught in the audience. I used their decisions (what they did in the battle and who they saved) to determine what was available to them as classes and stuff. They let the prince die but saved his squire (an old samurai) so the only heavy they could pick was fighter with subclass samurai. They let the priest die but saved the princess, so they couldn’t pick cleric as a class but saving the princess gave them some other in-game benefits (among the populace). They helped a goblin (disguised as a gnome) into the wedding to play music and so they got Bard (subclass college of valor, reflavored as a goblin skald) as their caster class. Anyway, no wizards or sorcerers. [/QUOTE]
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