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General Tabletop Discussion
*Pathfinder & Starfinder
How Weird Should D&D Be?
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<blockquote data-quote="GM Dave" data-source="post: 5819036" data-attributes="member: 6687992"><p>DnD has it's own brand of weird that it has created over the years.</p><p></p><p>Classic monsters like the Beholder and Mind Flayer are DnD's weird. You won't find others like it in other games (and Hasbro intends to keep it that way).</p><p></p><p>DnD loss much of its weird when it had to bend to 'Satan Worship' fears. 2e had a great purge of things like Assassin in the Player's Handbook, renaming of Devils and Demons, to avoid misguided 'perceptions' (DnD was not alone in this and Warhammer had a large change of their model lines).</p><p></p><p>There was also not the strict line of Fantasy as Tolkein like that currently people 'classify' as Fantasy. It is actually, a common part of writer threads in fantasy, whether guns and ray guns belong (there are whole sections of fantasy with such items from turn of the century pulp like Warlords of Mars).</p><p></p><p>DnD has been marketed towards the more Tolkein style of fantasy enjoying people but it has maintained several campaign worlds that are different in style (Planescape, Spelljammer, Dark Sun) and high adventure (Ebberon).</p><p></p><p>Weird to me is more the creepy crawly stuff like Cthuhlu material that now appears in the Pathfinder bestiaries. It is the aberrants that are conjured or take over.</p><p></p><p>I'm fine with Sorcery and Six Guns (a GM topic from the old days). Pathfinder has recently started into this idea with their Clockwork monsters, Gunslinger class, and Ultimate Combat/Magic class options that give alternate ways to cast spells using 'bombs' or 'firearms'.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5819036, member: 6687992"] DnD has it's own brand of weird that it has created over the years. Classic monsters like the Beholder and Mind Flayer are DnD's weird. You won't find others like it in other games (and Hasbro intends to keep it that way). DnD loss much of its weird when it had to bend to 'Satan Worship' fears. 2e had a great purge of things like Assassin in the Player's Handbook, renaming of Devils and Demons, to avoid misguided 'perceptions' (DnD was not alone in this and Warhammer had a large change of their model lines). There was also not the strict line of Fantasy as Tolkein like that currently people 'classify' as Fantasy. It is actually, a common part of writer threads in fantasy, whether guns and ray guns belong (there are whole sections of fantasy with such items from turn of the century pulp like Warlords of Mars). DnD has been marketed towards the more Tolkein style of fantasy enjoying people but it has maintained several campaign worlds that are different in style (Planescape, Spelljammer, Dark Sun) and high adventure (Ebberon). Weird to me is more the creepy crawly stuff like Cthuhlu material that now appears in the Pathfinder bestiaries. It is the aberrants that are conjured or take over. I'm fine with Sorcery and Six Guns (a GM topic from the old days). Pathfinder has recently started into this idea with their Clockwork monsters, Gunslinger class, and Ultimate Combat/Magic class options that give alternate ways to cast spells using 'bombs' or 'firearms'. [/QUOTE]
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