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Overuse of monsters and magic.
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<blockquote data-quote="VirgilCaine" data-source="post: 3793342" data-attributes="member: 17083"><p>This is D&D. D&D is not the real world, nor is it a mysterious world of magic and monsters. </p><p></p><p>In my GURPS modern horror game, I want the players worried about what type of vampire or scanner or demonologist they'll face next and what terrible powers the enemy has alternately been granted as foul beings, cursed with a a result of their birth, or granted by their insane lust for power. I want them worried if the next mission will result in their exposure to the public and their retirement from Delta Green. I want them worried when the pharmacist is looking at them with a predatory glint in his eye as they look at a magazine in the drug store.</p><p></p><p>In D&D I want straightforward, game-enabling magic. I don't want mystery, I want game balance. I want cool, amazing magic devices--amazing because we hardly ever play at high levels, not because it's so hard to obtain.</p><p></p><p>I don't want rare spellcasters, I want lots of them, so I as a GM can organize them into competing or cooperating groups with different agendas. </p><p></p><p>I don't want commoners lusting for wizard blood because "he'll call down the demons and burn our crops with fire", (unless of course the wizard is actually evil and that is his stated goal), I want trusted, well-organized groups of benevolent spellcasters to counter the few rogue wizards and the evil cults.</p><p></p><p>I want to see the Monster Manual I standbys and new monsters the GM has cooked up himself. </p><p>I want to roam over an unfamiliar landscape in my Carpet of Flying or on griffon-back or on a Phantom Steed...not be 10th level and still on the same horse I bought at 3rd level.</p><p>I want to invade lost tombs and track hidden cities, find and break evil cults worshipping dark gods, destroy threats from beneath the earth to the flourishing civilization above ground.</p><p></p><p>Magic being mysterious is silly, because it never was. </p><p></p><p>Monsters being overused...monsters infiltrate the cities, the caravans, the ships, they lurch from the sewers, the alleys, and the graveyards, and the ever-present and dangerous wilderness. They tempt mortals with the promise of money, power, immortality...</p><p>They rampage through marketplaces and scheme in smoky back rooms of seaside taverns. </p><p></p><p>Sure, they shouldn't become passe (common ones should be dusted off and given a new angle), but they're a vital, integral, ubiquitious part of D&D worlds.</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 3793342, member: 17083"] This is D&D. D&D is not the real world, nor is it a mysterious world of magic and monsters. In my GURPS modern horror game, I want the players worried about what type of vampire or scanner or demonologist they'll face next and what terrible powers the enemy has alternately been granted as foul beings, cursed with a a result of their birth, or granted by their insane lust for power. I want them worried if the next mission will result in their exposure to the public and their retirement from Delta Green. I want them worried when the pharmacist is looking at them with a predatory glint in his eye as they look at a magazine in the drug store. In D&D I want straightforward, game-enabling magic. I don't want mystery, I want game balance. I want cool, amazing magic devices--amazing because we hardly ever play at high levels, not because it's so hard to obtain. I don't want rare spellcasters, I want lots of them, so I as a GM can organize them into competing or cooperating groups with different agendas. I don't want commoners lusting for wizard blood because "he'll call down the demons and burn our crops with fire", (unless of course the wizard is actually evil and that is his stated goal), I want trusted, well-organized groups of benevolent spellcasters to counter the few rogue wizards and the evil cults. I want to see the Monster Manual I standbys and new monsters the GM has cooked up himself. I want to roam over an unfamiliar landscape in my Carpet of Flying or on griffon-back or on a Phantom Steed...not be 10th level and still on the same horse I bought at 3rd level. I want to invade lost tombs and track hidden cities, find and break evil cults worshipping dark gods, destroy threats from beneath the earth to the flourishing civilization above ground. Magic being mysterious is silly, because it never was. Monsters being overused...monsters infiltrate the cities, the caravans, the ships, they lurch from the sewers, the alleys, and the graveyards, and the ever-present and dangerous wilderness. They tempt mortals with the promise of money, power, immortality... They rampage through marketplaces and scheme in smoky back rooms of seaside taverns. Sure, they shouldn't become passe (common ones should be dusted off and given a new angle), but they're a vital, integral, ubiquitious part of D&D worlds. [/QUOTE]
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