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*Pathfinder & Starfinder
How Weird Should D&D Be?
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<blockquote data-quote="Henry" data-source="post: 5819211" data-attributes="member: 158"><p>I'd say while weirdness is part of it, there's a difference between "weirdness in the setting" and "weirdness in the game." In the rulebooks, even from OD&D, it's always been traditional sword and sorcery available to the players, but then in the settings (like Blackmoor and Greyhawk") the weirdness was things the characters encountered, more to set as a contrast to the world they knew than anything else. Characters in settings encountered robots, but weren't encouraged to play robot characters. It's true that Gary did say in the )D&D books that the DM and players could work out anything together from playing dragons on down, but he did pointedly stay away from any advice about how it was done, and backpedaled from even that in AD&D.</p><p></p><p>As I mentioned in the guslinger thread, for default D&D? let's have the full gamut of traditional and "near-traditional" sword and sorcery (fighters, monks, barbarians, fighters, the works!) but I'd rather see anything outside of "sword and sorcery" as supplemental, so that the majority of players will build up their D&D like Legoes, rather than the equivalent of having to strip out factory standard elements from an already-built car.</p></blockquote><p></p>
[QUOTE="Henry, post: 5819211, member: 158"] I'd say while weirdness is part of it, there's a difference between "weirdness in the setting" and "weirdness in the game." In the rulebooks, even from OD&D, it's always been traditional sword and sorcery available to the players, but then in the settings (like Blackmoor and Greyhawk") the weirdness was things the characters encountered, more to set as a contrast to the world they knew than anything else. Characters in settings encountered robots, but weren't encouraged to play robot characters. It's true that Gary did say in the )D&D books that the DM and players could work out anything together from playing dragons on down, but he did pointedly stay away from any advice about how it was done, and backpedaled from even that in AD&D. As I mentioned in the guslinger thread, for default D&D? let's have the full gamut of traditional and "near-traditional" sword and sorcery (fighters, monks, barbarians, fighters, the works!) but I'd rather see anything outside of "sword and sorcery" as supplemental, so that the majority of players will build up their D&D like Legoes, rather than the equivalent of having to strip out factory standard elements from an already-built car. [/QUOTE]
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How Weird Should D&D Be?
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