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*Pathfinder & Starfinder
How Weird Should D&D Be?
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<blockquote data-quote="DogBackward" data-source="post: 5819025" data-attributes="member: 50642"><p>Personally, I like the current drift toward "Make a baseline, then allow people to add what they want." The baseline for D&D is classic, romanticized medieval times, and the basic game should reflect that. Low-magic, low-power, and consisting of a mostly "normal" world. Then, let the modularity of the system take over. If you want high-magic and super-weird fantasy, add those bits from the relevant books.I do, however, think that the "standard" mid-high fantasy D&D should be able to be replicated with the core books only. The baseline should assume low-magic and low-power, but the same books should include the options to fancy it up.</p><p></p><p>So, as an example, the baseline of D&D should resemble the world of A Song of Ice and Fire: there's fantasy elements, but they're not running rampant all over the place. Mostly, you have strong men with sharp blades and clever tongues.</p><p></p><p>With a minimum of effort, you can then bump things up to Lord of the Rings levels of fantasy, and then up the next step to high-fantasy worlds like Shannara or the world of the Eragon books. The sorts of places where magic is everywhere and you're not like to turn a corner without running up against something odd or magic-steeped.</p><p></p><p>Keep in mind, this isn't about a preference of playstyle. I like high-magic just as much as I like low-magic most of the time (depending on how well it's done). However, I fully support the concept of starting with a bare-bones system, and then providing DM's and players with the tools to easily sculpt the game to fit what they want to play. The easiest way to do that is to start with as little as possible, then allow the users to add from there. And you can't really deny that low-magic and low-power is the simpler starting point.</p></blockquote><p></p>
[QUOTE="DogBackward, post: 5819025, member: 50642"] Personally, I like the current drift toward "Make a baseline, then allow people to add what they want." The baseline for D&D is classic, romanticized medieval times, and the basic game should reflect that. Low-magic, low-power, and consisting of a mostly "normal" world. Then, let the modularity of the system take over. If you want high-magic and super-weird fantasy, add those bits from the relevant books.I do, however, think that the "standard" mid-high fantasy D&D should be able to be replicated with the core books only. The baseline should assume low-magic and low-power, but the same books should include the options to fancy it up. So, as an example, the baseline of D&D should resemble the world of A Song of Ice and Fire: there's fantasy elements, but they're not running rampant all over the place. Mostly, you have strong men with sharp blades and clever tongues. With a minimum of effort, you can then bump things up to Lord of the Rings levels of fantasy, and then up the next step to high-fantasy worlds like Shannara or the world of the Eragon books. The sorts of places where magic is everywhere and you're not like to turn a corner without running up against something odd or magic-steeped. Keep in mind, this isn't about a preference of playstyle. I like high-magic just as much as I like low-magic most of the time (depending on how well it's done). However, I fully support the concept of starting with a bare-bones system, and then providing DM's and players with the tools to easily sculpt the game to fit what they want to play. The easiest way to do that is to start with as little as possible, then allow the users to add from there. And you can't really deny that low-magic and low-power is the simpler starting point. [/QUOTE]
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