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How Far Are Gamers Willing to Stretch D&D?
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<blockquote data-quote="Stormborn" data-source="post: 3333780" data-attributes="member: 14041"><p>1) Its amazing how many people seem to be responding to this like its for a home game and not for a company that actually would publish something.</p><p></p><p>2) If I understand what Gaerth is saying, he wants to build up an RPG that is mostly compatible with DnD but rather than being based on traditional Western European fantasy models that have been used to describe DnD so far. Given the suggested foundation of Wuxia and the American Western we have the following characteristics:</p><p></p><p>- Heroes with a code that involves righteousness and honour, which emphasize the importance of gracious deeds, favors, and revenge. (Code of Xia) Notions of revenge, personal accountability, and a generosity of spirit are also found in Westerns - although in part that may be becuase many of the classic western films are inspired by samuri movies. </p><p>- Heroes who obey their own rules rather than figures in authority, either becuase the authorities are corrupt or dishonorable (wuxia) or nonexistant (Westerns) or both.</p><p>- Heroes who are masters at a martial form, often involving weapons that are elevated to a fetish. These martial forms are often over the top in that they are based on real life techniques but are exagerated to the point of being supernatural. Both of the genres mentioned have these, although it is often more evident in Wuxia. Sometimes this involves "magic" but not always, more often than not the supernatural is a manifestation of physical and mental prowess than spell casting. </p><p>- Setting serves, although not always, to isolate the main characters. In Curse of the Golden Flower the setting is an imperial palace but that serves to isolate the main characters from the automiton like servants around them while in moveis like Hero or House of Flying Daggers much of the action takes places in remote locals. While some "westerns" take place in larger cities like St. Louis most of them are frontier towns. </p><p></p><p>Thats by no means an exhaustive list but I think it serves to illustrate that not only do wuxia and westerns have a lot in common, they also have a lot in common with DnD when approached from a certain angle. The trappings of the setting, asian inspired style or rugged western vistas, are secondary and in truth only serve to reinforce the previous elements. Thus, depending on presentation, I dont think its really that far out of the box at all. It really is going to depend on how you market it. </p><p></p><p>You can start with the basics of DnD but you would likely need:</p><p>- A clearer mechanic for having a Code. More than just the arbitray Paladins code interpretations. Some actual mechanic that gave bonuses for upholdign it and penalites for breaking it. True20 has Virtues and Vices and Conviction points, and PenDragon has rewards for livign up to a code. Something like that.</p><p>- A way to make combat more about one's skill with a weapon than the weapon itself. Iron Heores does this, and the concept of things that have uses per encounter rather than uses per day, a la Nine Swords also helps. I agree that it has to be more than just feats, but there may be a system than can be easily grafted on to DnD so that it can just be supplemental and not a whole new PHB, one that is not closed content or someone else' property.</p><p>- DnD magic doesnt seem to fit either genre, but I dont know if you need a real "magic" system at all. Something that focuses spirtual energy instead. Allows healing, great feats of strength and agility, or great accomplishments with a weapon. But no need for much else. </p><p>- The game likely needs a well defined purpose and direction. By which I mean it needs to be a game that says "this is writen for games in which the heroes do X kinds of things" It need not be everything for everyone. Especially not at first. If their is a demoand for expanidn the setting to include other styles of play they can be added in supplements. </p><p>- To distinguish it further from Traditional Fantasy it needs recomendations on how to replace the flavor of the one for the others. A good GMs guide and an adventure or two seem to be a must. New Monsters, or at least new flavor text for existing ones, also helps.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3333780, member: 14041"] 1) Its amazing how many people seem to be responding to this like its for a home game and not for a company that actually would publish something. 2) If I understand what Gaerth is saying, he wants to build up an RPG that is mostly compatible with DnD but rather than being based on traditional Western European fantasy models that have been used to describe DnD so far. Given the suggested foundation of Wuxia and the American Western we have the following characteristics: - Heroes with a code that involves righteousness and honour, which emphasize the importance of gracious deeds, favors, and revenge. (Code of Xia) Notions of revenge, personal accountability, and a generosity of spirit are also found in Westerns - although in part that may be becuase many of the classic western films are inspired by samuri movies. - Heroes who obey their own rules rather than figures in authority, either becuase the authorities are corrupt or dishonorable (wuxia) or nonexistant (Westerns) or both. - Heroes who are masters at a martial form, often involving weapons that are elevated to a fetish. These martial forms are often over the top in that they are based on real life techniques but are exagerated to the point of being supernatural. Both of the genres mentioned have these, although it is often more evident in Wuxia. Sometimes this involves "magic" but not always, more often than not the supernatural is a manifestation of physical and mental prowess than spell casting. - Setting serves, although not always, to isolate the main characters. In Curse of the Golden Flower the setting is an imperial palace but that serves to isolate the main characters from the automiton like servants around them while in moveis like Hero or House of Flying Daggers much of the action takes places in remote locals. While some "westerns" take place in larger cities like St. Louis most of them are frontier towns. Thats by no means an exhaustive list but I think it serves to illustrate that not only do wuxia and westerns have a lot in common, they also have a lot in common with DnD when approached from a certain angle. The trappings of the setting, asian inspired style or rugged western vistas, are secondary and in truth only serve to reinforce the previous elements. Thus, depending on presentation, I dont think its really that far out of the box at all. It really is going to depend on how you market it. You can start with the basics of DnD but you would likely need: - A clearer mechanic for having a Code. More than just the arbitray Paladins code interpretations. Some actual mechanic that gave bonuses for upholdign it and penalites for breaking it. True20 has Virtues and Vices and Conviction points, and PenDragon has rewards for livign up to a code. Something like that. - A way to make combat more about one's skill with a weapon than the weapon itself. Iron Heores does this, and the concept of things that have uses per encounter rather than uses per day, a la Nine Swords also helps. I agree that it has to be more than just feats, but there may be a system than can be easily grafted on to DnD so that it can just be supplemental and not a whole new PHB, one that is not closed content or someone else' property. - DnD magic doesnt seem to fit either genre, but I dont know if you need a real "magic" system at all. Something that focuses spirtual energy instead. Allows healing, great feats of strength and agility, or great accomplishments with a weapon. But no need for much else. - The game likely needs a well defined purpose and direction. By which I mean it needs to be a game that says "this is writen for games in which the heroes do X kinds of things" It need not be everything for everyone. Especially not at first. If their is a demoand for expanidn the setting to include other styles of play they can be added in supplements. - To distinguish it further from Traditional Fantasy it needs recomendations on how to replace the flavor of the one for the others. A good GMs guide and an adventure or two seem to be a must. New Monsters, or at least new flavor text for existing ones, also helps. [/QUOTE]
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