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<blockquote data-quote="Campbell" data-source="post: 6105134" data-attributes="member: 16586"><p>D&D has always been decidedly non-generic. It includes:</p><ul> <li data-xf-list-type="ul">Spellcasting knights templar transplanted into a polytheistic society</li> <li data-xf-list-type="ul">An order of celtic nature priests who bring down thunder and lightning while transforming into animals on a whim.</li> <li data-xf-list-type="ul">Well defined discrete spells plucked out of the mind of the caster.</li> <li data-xf-list-type="ul">An entire class of people (adventurers) who actively hunt monsters.</li> <li data-xf-list-type="ul">Knights with superpowers who see evil with a glance</li> <li data-xf-list-type="ul">A menagerie of exotic nonhuman and monsters</li> <li data-xf-list-type="ul">Rapid ascent from (depending on version) human scum or heroic mortals to trans-human entities that eventually view the likes of giants and lower level demons as their inferiors.</li> </ul><p></p><p>I simply ask that these non-generic elements be described as evocatively as possible in a way that leads to inspiring narrative, rather than a biology manual. I want solid tags to use so all I have to do is prepare some minor setting elements. World building should not be required to play the game. Neither should using someone's hyper-detailed world. Give me enough detail to build on top of out of the box, but not so much it strangles my creative muscles.</p><p></p><p>Honestly, not everything in the game should be included in any given game. Give some solid examples and advice on how to build your own. Before 4e I never had gnomes and halflings in my games and everything turned out alright. Still didn't include halflings or Avandra, but gnomes were too good in their 4e incarnation to keep out. What can I say - I'm heightist.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6105134, member: 16586"] D&D has always been decidedly non-generic. It includes: [LIST] [*]Spellcasting knights templar transplanted into a polytheistic society [*]An order of celtic nature priests who bring down thunder and lightning while transforming into animals on a whim. [*]Well defined discrete spells plucked out of the mind of the caster. [*]An entire class of people (adventurers) who actively hunt monsters. [*]Knights with superpowers who see evil with a glance [*]A menagerie of exotic nonhuman and monsters [*]Rapid ascent from (depending on version) human scum or heroic mortals to trans-human entities that eventually view the likes of giants and lower level demons as their inferiors. [/LIST] I simply ask that these non-generic elements be described as evocatively as possible in a way that leads to inspiring narrative, rather than a biology manual. I want solid tags to use so all I have to do is prepare some minor setting elements. World building should not be required to play the game. Neither should using someone's hyper-detailed world. Give me enough detail to build on top of out of the box, but not so much it strangles my creative muscles. Honestly, not everything in the game should be included in any given game. Give some solid examples and advice on how to build your own. Before 4e I never had gnomes and halflings in my games and everything turned out alright. Still didn't include halflings or Avandra, but gnomes were too good in their 4e incarnation to keep out. What can I say - I'm heightist. [/QUOTE]
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