Afrodyte
Explorer
Here is something I've been tossing in my head since last night. I would really love to run a game with a heavy fey presence (and have finally purchased the "Faeries" book by Bastion Press). For a change of pace from standard swords and sorcery fare, I'd like this game to focus more on exploration and discovery as opposed to "winning" by defeating a BBEG. I want to have the characters and the players understand that ingenuity, skill, and a bit of luck can get things done just as much as having the right ability at the right time. As for a general atmosphere, I want the characters (and players) to see that the world is larger, deeper, and more complex than it seems from the village/town/city. They should get the feeling that there are forces at work greater than they yet can benefit or oppose them according to their own intent and actions. I want the PCs to be the underdogs who can become victorious if they have the brains and grit to do it.
I especially want to concentrate on the theme of wonder, and magic is a great way to instill wonder in players and characters. However, the way that standard D&D deals with magic makes it seem rather mundane. It's difficult for magic, even high-level magic, to truly evoke awe, even if you go through the trouble of narrating what happens instead of saying, "S/he casts spell X." It seems to me that players tend to approach magic as a tool instead of as a force in itself. Yet, I still (perhaps naively) have hope that this element of wonder can be a part of playing D&D. I am beginning to think, though, that I'll need to use drastic measures to do it. Here are some I've come up with so far.
The first idea I had was to use Aristocrat, Expert, and Warrior NPC classes from the DMG, sans the Adept. With the absence of "nifty cool abilities" to look forward to, it would more or less force players out of depending on class abilities to meet and overcome obstacles. The problem, though, is whether the players would understand what I'm trying to do and not act on the assumption that I'm simply trying to nerf them so I can "beat" them.
The second idea was to disallow the use of spell casting classes. The only problem, though, is that this leaves only the Barbarian, Fighter, Monk, and Rogue as PC classes. Unfortunately, three of them fill essentially the same niche. I could allow the Aristocrat and Expert NPC classes into the fold to provide variety (especially to allow for the sociable and scholarly types, which would prove very useful in a campaign like this). I could also import variants of the classes from other sources (especially Midnight) or come up with less magical variants of my own. The only problem with this is that the players may not be familiar with these sources, and my own efforts may not work out as I conceived.
The third idea I came up with (just now) was to use the D20 Modern classes but use standard D&D rules for everything else. I'm not sure how this would work out, though. It may be more complicated than it seems.
The final idea I have (though not the last I came up with) was to make the PCs low-level and everyone else high-level, but there are a couple of issues I have with this. The first is experience. After a certain point, the characters become too powerful to feel threatened. I could power up the NPCs as the players power up, but that would make the campaign resemble a cold war instead of a contest of wills and wits. The second is skills. I like skills. I like skilled characters. I like the variety of skills open to characters that allows them to refine their role in the party outside of combat. With skills there is always the possibility of failure, and using skills despite that possibility shows a bit of grit (which I like characters to have). In addition, there is also the fact that using skills to make and do things seems to involve the characters more than crossing off a spell you use for the day. I'd rather have PCs craft their own masterwork items or haggle over the price instead of simply shelling out gold pieces for the prices listed in the PHB and DMG.
So, I am looking for answers to the following questions:
1. As a player, which idea (if any) would you prefer and why?
2. As a DM, which idea seems the most feasible?
3. What sorts of compromises do you think are necessary to make this sort of campaign work?
4. Do you have any other ideas on how to make this work?
Note: Although I respect the right to free speech, I humbly request that replies to this post (and the tone of the thread in general) be polite, respectful, and on-topic. Saying, "Playing by D&D rules works just fine," even in jest, does not really help me. So, please respect the time and though I've put into this and be as constructive as you can.
I especially want to concentrate on the theme of wonder, and magic is a great way to instill wonder in players and characters. However, the way that standard D&D deals with magic makes it seem rather mundane. It's difficult for magic, even high-level magic, to truly evoke awe, even if you go through the trouble of narrating what happens instead of saying, "S/he casts spell X." It seems to me that players tend to approach magic as a tool instead of as a force in itself. Yet, I still (perhaps naively) have hope that this element of wonder can be a part of playing D&D. I am beginning to think, though, that I'll need to use drastic measures to do it. Here are some I've come up with so far.
The first idea I had was to use Aristocrat, Expert, and Warrior NPC classes from the DMG, sans the Adept. With the absence of "nifty cool abilities" to look forward to, it would more or less force players out of depending on class abilities to meet and overcome obstacles. The problem, though, is whether the players would understand what I'm trying to do and not act on the assumption that I'm simply trying to nerf them so I can "beat" them.
The second idea was to disallow the use of spell casting classes. The only problem, though, is that this leaves only the Barbarian, Fighter, Monk, and Rogue as PC classes. Unfortunately, three of them fill essentially the same niche. I could allow the Aristocrat and Expert NPC classes into the fold to provide variety (especially to allow for the sociable and scholarly types, which would prove very useful in a campaign like this). I could also import variants of the classes from other sources (especially Midnight) or come up with less magical variants of my own. The only problem with this is that the players may not be familiar with these sources, and my own efforts may not work out as I conceived.
The third idea I came up with (just now) was to use the D20 Modern classes but use standard D&D rules for everything else. I'm not sure how this would work out, though. It may be more complicated than it seems.
The final idea I have (though not the last I came up with) was to make the PCs low-level and everyone else high-level, but there are a couple of issues I have with this. The first is experience. After a certain point, the characters become too powerful to feel threatened. I could power up the NPCs as the players power up, but that would make the campaign resemble a cold war instead of a contest of wills and wits. The second is skills. I like skills. I like skilled characters. I like the variety of skills open to characters that allows them to refine their role in the party outside of combat. With skills there is always the possibility of failure, and using skills despite that possibility shows a bit of grit (which I like characters to have). In addition, there is also the fact that using skills to make and do things seems to involve the characters more than crossing off a spell you use for the day. I'd rather have PCs craft their own masterwork items or haggle over the price instead of simply shelling out gold pieces for the prices listed in the PHB and DMG.
So, I am looking for answers to the following questions:
1. As a player, which idea (if any) would you prefer and why?
2. As a DM, which idea seems the most feasible?
3. What sorts of compromises do you think are necessary to make this sort of campaign work?
4. Do you have any other ideas on how to make this work?
Note: Although I respect the right to free speech, I humbly request that replies to this post (and the tone of the thread in general) be polite, respectful, and on-topic. Saying, "Playing by D&D rules works just fine," even in jest, does not really help me. So, please respect the time and though I've put into this and be as constructive as you can.