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<blockquote data-quote="MostlyHarmless42" data-source="post: 7178603" data-attributes="member: 6845520"><p>I would point out that a lot if themed games are merely the default rules ran with a certain tone from the DM, with players rolling fitting characters. For example, with an espionage game? Probably not the best place to play lawful good unbendingly zealous paladin, or a whole party of lawful dogooders, unless the party is fine with the consequences. A noir detective game is similar to espionage.</p><p></p><p>There is also a heroic fantasy or heroes' tale in the classical sense. The former is more the default rules, but requires a party to *actually* be heroic. For example, imagine star wars if Han solo had randomly left and never came back in A New Hope. Now imagine a whole party of murder hobos trying to all be Han Solo and no one willing to be the goodie protagonist Luke who actually follows the plot? </p><p></p><p>A heroes' classical tale, for example, runs with the assumption that each character is badass, but has one HUGE flaw that leads to their downfall or at least a number of problems. Players in that sort of game have to follow that idea.</p><p></p><p>A knight's tale or soldiers tale tends to not work if no one wishes to do mass combat or everyone wants to be a wizard or dishonorable.</p><p></p><p>The point is I find often the best thing to run a game isn't tweaking or changing rules, but merely the DM and Players communicating. Tell each other what sort of story the game should be and what you each *want* to run, and try not to roll characters that just don't fit the genre. One out of fish character is great and can even help a narrative. For example, I've a cleric of Thor in my Curse of Strahd game that is sometimes borderline silly in a Gothic Horror, but would be perfectly fine in a heroes' tale, while the rest of the party would be that "weird gloomy guy" in any other genre. It's about the party finding what works.</p><p></p><p>Also, in regards to low magic games, as I see this so often. The game doesn't really need to have its rules changed all the much, or classes removed. I can see a case for wizards and sorcerers getting the axe, but every other class can very easily be explained as low magic. Ranger is just a healing potus/traps/etc. sort of guy for his spells. Aragorn is a shining example of this (albeit he could also make a hell of an Ancients Paladin Outlander). Bards, Paladins and clerics can also be aimilarly, and often tend to be the type to fit low magic games anyway. Even Game of Thrones has druids, clerics and witches, they are just rare, and Danerys is just a ranger or druid Noble with OP pets. Bran is a druid, Arya an arcane trickster, and if Jon Snow isn't a beast master ranger, then I apparently no nothing! The trick is to work with the DM to find ways to explain the magic through roleplaying and not be so caught up in the mechanics.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7178603, member: 6845520"] I would point out that a lot if themed games are merely the default rules ran with a certain tone from the DM, with players rolling fitting characters. For example, with an espionage game? Probably not the best place to play lawful good unbendingly zealous paladin, or a whole party of lawful dogooders, unless the party is fine with the consequences. A noir detective game is similar to espionage. There is also a heroic fantasy or heroes' tale in the classical sense. The former is more the default rules, but requires a party to *actually* be heroic. For example, imagine star wars if Han solo had randomly left and never came back in A New Hope. Now imagine a whole party of murder hobos trying to all be Han Solo and no one willing to be the goodie protagonist Luke who actually follows the plot? A heroes' classical tale, for example, runs with the assumption that each character is badass, but has one HUGE flaw that leads to their downfall or at least a number of problems. Players in that sort of game have to follow that idea. A knight's tale or soldiers tale tends to not work if no one wishes to do mass combat or everyone wants to be a wizard or dishonorable. The point is I find often the best thing to run a game isn't tweaking or changing rules, but merely the DM and Players communicating. Tell each other what sort of story the game should be and what you each *want* to run, and try not to roll characters that just don't fit the genre. One out of fish character is great and can even help a narrative. For example, I've a cleric of Thor in my Curse of Strahd game that is sometimes borderline silly in a Gothic Horror, but would be perfectly fine in a heroes' tale, while the rest of the party would be that "weird gloomy guy" in any other genre. It's about the party finding what works. Also, in regards to low magic games, as I see this so often. The game doesn't really need to have its rules changed all the much, or classes removed. I can see a case for wizards and sorcerers getting the axe, but every other class can very easily be explained as low magic. Ranger is just a healing potus/traps/etc. sort of guy for his spells. Aragorn is a shining example of this (albeit he could also make a hell of an Ancients Paladin Outlander). Bards, Paladins and clerics can also be aimilarly, and often tend to be the type to fit low magic games anyway. Even Game of Thrones has druids, clerics and witches, they are just rare, and Danerys is just a ranger or druid Noble with OP pets. Bran is a druid, Arya an arcane trickster, and if Jon Snow isn't a beast master ranger, then I apparently no nothing! The trick is to work with the DM to find ways to explain the magic through roleplaying and not be so caught up in the mechanics. [/QUOTE]
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