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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Aristotle" data-source="post: 1821315" data-attributes="member: 5885"><p>long winded, but you asked...</p><p></p><p><strong>1. adventurers as a separate class of people</strong></p><p>This one is difficult to answer. I've never really seen adventurers as anything but people who are skilled enough to survive adventuring. In my campaign an adventurer might be a mercenary, a former soldier, a magi on pilgrimage, a noble with a pentient for traveling, or any of a number of other things. The Scout class (my campaigns version of the Ranger) has borrowed some of the flavor of early american 'mountain men' and wilderness scouts... so pretty much everyone in that Character Class is considered an 'adventurer'.</p><p></p><p><strong>2. PCs as exceptional characters</strong></p><p>My campaign is designed specifically to be 'Epic Friendly', so lots of people are exceptional in comparison to the average campaign. I'd have to say that the difference between player characters and non player characters in my campaign is more about 'luck'. The PCs' adventuring party finds the ancient tomb that holds the relic and gets to adventure in it, while the NPCs' party goes on a wild goose chase and ends up with nothing.</p><p></p><p><strong>3. clear distinction between PCs and monsters</strong></p><p>This I've stuck to. In fact, if I understand your implication, I've made the line between the two even more solid. There are very few things in my campaign that are sentient, and the more alien ones are pretty strictly non-playable.</p><p></p><p><strong>4. arcane/divine magic divide</strong></p><p>Heh... in my campaign magic is arcane (by fictional definitions) in the way that it works, but the only class that casts spells is an order of holy men. The first of their order were taught the secrets of magic by the one true god, and they have passed along the secrets of their trade along with their faith from master to aprentice from that time (the inevitable caste of turncoats who use magic to harm their brethren and the goals of the one true god exists, of course).</p><p></p><p><strong>5. PCs organized into a cooperative party structure</strong></p><p>That is entirely up to my players. I've had players play spies, or even assassins sent to kill another party member, but the role is always played out very well (I have a decent group of players who enjoy the story as much as their characters). Sometimes more than a year of play will go by before something like that even starts to surface in character.</p><p></p><p><strong>6. medieval European setting (well, a more hygenic version, anyway)</strong></p><p>I think of my setting as being 'fantasy', but the period it resembles most is probably Ancient Rome (late bronze age and early iron age, but with some asdvances in technology partially due to the availability of magic and other fantasy elements).</p><p></p><p><strong>7. race = culture</strong></p><p>I never really thought that was a staple of D&D. Well, it is in my campaign. In fact their are very few species of intelligent beings. All of the "core" races are descended from Humans. A select few of the other intelligent species, all of which are presented foremost as monsters, are also playable.</p><p></p><p><strong>8. epic or heroic plot scale</strong></p><p>Definately epic... That was a goal from the beginning of the design.</p><p></p><p><strong>9. other things you have noticed and altered.</strong></p><p>Lets see... There are multiple faiths but only one god; virtually all of the faiths worship the same deity (a few are animistic or demonic cults). There are no planes (technically there is a heaven and a hell, but nobody stays in heaven and nobody gets into or out of hell unless they are put there). There are no undead (sorta... that one is hard to explain). Law vs. Chaos is more important than Good vs. Evil (a chaotic person goes to hell for all of eternity, but an evil one just reincarnates in a lesser form to repent for a while). Only one base class has access to magic (technically two, but the other one is severely limited). The planet's surface is predominantly land (with a sizeable amount of shallow water and rivers/lakes). And more...</p></blockquote><p></p>
[QUOTE="Aristotle, post: 1821315, member: 5885"] long winded, but you asked... [B]1. adventurers as a separate class of people[/B] This one is difficult to answer. I've never really seen adventurers as anything but people who are skilled enough to survive adventuring. In my campaign an adventurer might be a mercenary, a former soldier, a magi on pilgrimage, a noble with a pentient for traveling, or any of a number of other things. The Scout class (my campaigns version of the Ranger) has borrowed some of the flavor of early american 'mountain men' and wilderness scouts... so pretty much everyone in that Character Class is considered an 'adventurer'. [B]2. PCs as exceptional characters[/B] My campaign is designed specifically to be 'Epic Friendly', so lots of people are exceptional in comparison to the average campaign. I'd have to say that the difference between player characters and non player characters in my campaign is more about 'luck'. The PCs' adventuring party finds the ancient tomb that holds the relic and gets to adventure in it, while the NPCs' party goes on a wild goose chase and ends up with nothing. [B]3. clear distinction between PCs and monsters[/B] This I've stuck to. In fact, if I understand your implication, I've made the line between the two even more solid. There are very few things in my campaign that are sentient, and the more alien ones are pretty strictly non-playable. [B]4. arcane/divine magic divide[/B] Heh... in my campaign magic is arcane (by fictional definitions) in the way that it works, but the only class that casts spells is an order of holy men. The first of their order were taught the secrets of magic by the one true god, and they have passed along the secrets of their trade along with their faith from master to aprentice from that time (the inevitable caste of turncoats who use magic to harm their brethren and the goals of the one true god exists, of course). [B]5. PCs organized into a cooperative party structure[/B] That is entirely up to my players. I've had players play spies, or even assassins sent to kill another party member, but the role is always played out very well (I have a decent group of players who enjoy the story as much as their characters). Sometimes more than a year of play will go by before something like that even starts to surface in character. [B]6. medieval European setting (well, a more hygenic version, anyway)[/B] I think of my setting as being 'fantasy', but the period it resembles most is probably Ancient Rome (late bronze age and early iron age, but with some asdvances in technology partially due to the availability of magic and other fantasy elements). [B]7. race = culture[/B] I never really thought that was a staple of D&D. Well, it is in my campaign. In fact their are very few species of intelligent beings. All of the "core" races are descended from Humans. A select few of the other intelligent species, all of which are presented foremost as monsters, are also playable. [B]8. epic or heroic plot scale[/B] Definately epic... That was a goal from the beginning of the design. [B]9. other things you have noticed and altered.[/B] Lets see... There are multiple faiths but only one god; virtually all of the faiths worship the same deity (a few are animistic or demonic cults). There are no planes (technically there is a heaven and a hell, but nobody stays in heaven and nobody gets into or out of hell unless they are put there). There are no undead (sorta... that one is hard to explain). Law vs. Chaos is more important than Good vs. Evil (a chaotic person goes to hell for all of eternity, but an evil one just reincarnates in a lesser form to repent for a while). Only one base class has access to magic (technically two, but the other one is severely limited). The planet's surface is predominantly land (with a sizeable amount of shallow water and rivers/lakes). And more... [/QUOTE]
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