AFGNCAAP said:
Depends on the setting....
No tweaking at all for my main campaign, more or less due to player response---the words "D&D" instill certain expectations w/ my players. A homebrew 2nd ed. setting which had no divine magic at all, & no clerics, didn't do to well---1 player was insistent on using a character concept which simply didn't exist IMC; another (the mage) wound up taking the role of healer (since in that setting, mages had access to all spells--they just had to learn them), which he didn't like. A few other things like no gnomes or halflings, the dwarves being more gnome-like in stature, & the fact that trolls were more like orcs than the standard D&D kind just couldn't work into their ways of thinking---from what I could guess, the words D&D were too prevalent in their mind playing the game.
Yeah, I've seen this happen. The knowledge that it's a D&D game creates expectations of a certain style of play, for good or ill. The good side is that it means everyone is working from a common set of assumptions (spell and combat mechanics, demihuman races, clerics being healers, undead are evil, and so on), so there's less chance of conflict. But it does mean extra work if/when you want to change things.
However, there's an unlimited amount of tweaking when it comes to my upcomign campaign setting, Lankhmar, but that's more out of necessity. No divine magic at all, very limited spellcasting/low magic setting, psionics are a great rarity (& NPC-only, to boot), a basically different monetary system, virtually no non-human PCs, etc.
Hopefully, I think this setting will succeed due to a few things---first, it has it's own degree of name recognition, & second, I've stressed that this is a grim-&-gritty low-magic setting, much in the vein of other pulp fantasy (Conan being a prime example). Hopefully the theme & feel of the game, along with the tweaked mechanics, will help ease players into the game.
That's a good point. It's all well and good to have a strong vision in your mind about what you want your game world to be, but unless you can persuade your players to come along for the ride, it's wasted. Some groups have been together for long enough, or some DMs have enough charisma, that the players will sign up no matter what. For other people, though, I can see how it's an issue. Assuming the vision isn't completely whacked out, this is a communication problem, and using a published setting (even if it doesn't have any official D&D rules) is a way of solving the problem.
Robin Laws alludes to this in his _Robin's Laws of Good Gaming_. He advocates getting players to read everything they can about the setting, even stuff that's nominally for DMs only. This is because while it's easy for the DM to _describe_ situations, it's hard to evoke a desired _instinctive_ reaction unless everyone is thoroughly backgrounded in the material. It's like the difference between saying that you're fighting a powerful lich who commands armies of undead and other fanatical servants, and saying that you're fighting Szass Tam. The one is just a sterile description, while the other brings with it a context of its own -- one carries all sorts of implications for the setting and for the PCs. It's a lot of work to create that context, if you're starting from scratch.
On a side note---Nice Brittania site, hong. I'm a big fan of Ultima as well, & the only other site I've stumbled across (which I think yours has a link to) doesn't provide that much stuff at all. Considered making a conversion of Ultima as well, though a lot of it would have been notes for campaigns in the different ages. Keep up the great work, man.
Thanks!
One reason I settled on Britannia, other than that I think it's a great setting, is precisely because it's a published world with a history and background of its own. I think that, ironically enough, there's more scope to tweak things if you use published material than otherwise. This is for the reasons noted above -- tweaking is easy enough, but instilling the necessary feel is hard unless you have a base to work from.
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While we're on Britannia, I've written up a couple of material types for the setting -- blackrock/blacksteel, and Britannian steel. I'm looking for some feedback for how to cost items made from these materials. The thread in the House Rules forum is here:
http://www.enworld.org/messageboards/showthread.php?s=&threadid=11383
Any feedback and comments would be appreciated.
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