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Preferences in a New Official 5.5e Specific Setting
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<blockquote data-quote="Marc17" data-source="post: 9820337" data-attributes="member: 7054182"><p>Well, I pretty much agree with Mamba that this is a thread about D&D and those are the rules the setting is going to have to fit, not the other way around. I usually go for some additional mechanics to fit things. Like I ran a campaign about a fantasy magical school, where the PCs showed up as unleveled characters and had mechanics for them getting Study Points to go through four steps of them choosing a class and getting features and cantrips, and finally becoming 1st level. However, it was also supposed to be a horror game.* I looked at various corruption and horror mechanics and found them all lacking. I decided the best way was just to go with better story telling and showing what happens rather than telling them exactly what is going on. (eg describe spell effects and monsters rather than than present by name)</p><p></p><p>For major changes and limitations to the ruleset, the best thing to do in most cases is just get player buy in**. In the above case, it was agreed, they would all be playing an arcane magic using class that got spells at first level.</p><p></p><p>*It was original pitched as a cross between Harry Potter and Twin Peaks with some True Detective Season 1 thrown in.</p><p></p><p>**ETA: So, if you want to run an S&S inspired game, you just explain what you intend to do to the PCs, tell them what limitations they can expect and what you expect from them, and see if they want to play it. Even with people have suggested here, I really don't see Greyhawk not working for that. Forgotten Realms gets hard if you keep up with all lore.</p></blockquote><p></p>
[QUOTE="Marc17, post: 9820337, member: 7054182"] Well, I pretty much agree with Mamba that this is a thread about D&D and those are the rules the setting is going to have to fit, not the other way around. I usually go for some additional mechanics to fit things. Like I ran a campaign about a fantasy magical school, where the PCs showed up as unleveled characters and had mechanics for them getting Study Points to go through four steps of them choosing a class and getting features and cantrips, and finally becoming 1st level. However, it was also supposed to be a horror game.* I looked at various corruption and horror mechanics and found them all lacking. I decided the best way was just to go with better story telling and showing what happens rather than telling them exactly what is going on. (eg describe spell effects and monsters rather than than present by name) For major changes and limitations to the ruleset, the best thing to do in most cases is just get player buy in**. In the above case, it was agreed, they would all be playing an arcane magic using class that got spells at first level. *It was original pitched as a cross between Harry Potter and Twin Peaks with some True Detective Season 1 thrown in. **ETA: So, if you want to run an S&S inspired game, you just explain what you intend to do to the PCs, tell them what limitations they can expect and what you expect from them, and see if they want to play it. Even with people have suggested here, I really don't see Greyhawk not working for that. Forgotten Realms gets hard if you keep up with all lore. [/QUOTE]
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