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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Galethorn" data-source="post: 1821394" data-attributes="member: 7888"><p>I just started on a new campaign setting this last friday (techically, I've been thinking on it for a very long time, but I only started putting pen to paper on friday), and I've changed the status quo quite a bit. However, I'm going to be using either Grim Tales, or a mish-mash of simplifications to the Grim Tales/D20 modern system to run it.</p><p></p><p></p><p>There's no such thing as an 'adventurer' in the common sense of somebody who looks for trouble, becomes insanely rich, and screws with the status quo. In my new setting, most <em>notable</em> people do only one of those, and they're about as common as hen's teeth. People who do all three are legends.</p><p></p><p></p><p>Kept this one; I like PCs to be exceptional, but not 'programmed for greatness'.</p><p></p><p></p><p>The only intelligent race in this setting is humans. Hence, the only monsters they might face (small dragons and unusual animals in very isolated places) are unlikely to be close enough to the PCs in nature to even <em>need</em> distinction.</p><p></p><p></p><p>No magic at all, save perhaps the occasional alchemist's or witch's potion that's got a bit more more to it than a light narcotic, and does more than turn one's urine green. Oh, and the gods only make themselves a <em>little</em> bit more present than they do in the modern world.</p><p></p><p></p><p>If I got rid of this one, it would just turn into a deathmatch, at least with my group.</p><p></p><p></p><p>My new setting is a dirty, dangerous dark age, where every valley has its own self-proclaimed king, every road has its own band of brigands, and nature itself is as much of a foe as the brigands. Oh, and some not necessarily antagonistic groups keep slaves. Oh, and people die from simple wounds quite often, because of infection.</p><p></p><p></p><p>Since there's only one race, the cultures drastically outnumber the races.</p><p></p><p></p><p>The most grandiose possible plot in this setting (barring 'strange foes from across the sea, killing all in their wake') would be to try and unite the squabbling kingdoms, which would be something of about the same scale as Charlemagne's conquests. Hence, the fate of the world is not likely to rest on the PCs' shoulders.</p><p></p><p></p><p></p><p>1. PCs are constantly decked out in the heaviest armor possible.</p><p>In my new setting, iron itself is worth as much as copper, and good steel is worth its weight in silver. Hence, the PCs are unlikely to have more than two or three hauberks between them.</p><p></p><p>2. One pantheon, everybody chooses one deity to worship.</p><p>Everybody has their own view of the gods, and organized religions only account for about 80%, at the absolute most, of religious people in a given area. Some cultures have animist religions where each person is expected to thank every object that helps them. Others worship small groups of gods that show the various sides of the human spirit. And others yet worship entire pantheons of patron gods.</p><p></p><p>3. Alignment.</p><p>No alignmen. Some things are obviously good (though not [good]), others evil (though not [evil], and some people do more of one than the other. Period.</p><p></p><p>4. More than one plane of existance.</p><p>Just one in this world. No, not even elemental planes.</p><p></p><p>5. Giant bugs.</p><p>Simple biology tells us that the blood of insects past a certain size would leak out of their sides due to the non-scaling effects of surface-tension.</p><p></p><p>6. Unrealistic <em>stuff</em></p><p>Ok, I don't have elves, fireball spells, or the like in this setting, so the <em>because it's fantasy</em> argument won't work. People almost always die from arterial wounds, nobody jumps fifty feet, no matter what their jump skill is, and swords can't shear through steel armor, even if you're <em>really, really strong</em>, unless it's a very good sword, the steel is in the form of light chainmail, and the person wearing it isn't so light that they're thrown back.</p><p></p><p></p><p></p><p>There, that just about covers it for my new setting...</p></blockquote><p></p>
[QUOTE="Galethorn, post: 1821394, member: 7888"] I just started on a new campaign setting this last friday (techically, I've been thinking on it for a very long time, but I only started putting pen to paper on friday), and I've changed the status quo quite a bit. However, I'm going to be using either Grim Tales, or a mish-mash of simplifications to the Grim Tales/D20 modern system to run it. There's no such thing as an 'adventurer' in the common sense of somebody who looks for trouble, becomes insanely rich, and screws with the status quo. In my new setting, most [i]notable[/i] people do only one of those, and they're about as common as hen's teeth. People who do all three are legends. Kept this one; I like PCs to be exceptional, but not 'programmed for greatness'. The only intelligent race in this setting is humans. Hence, the only monsters they might face (small dragons and unusual animals in very isolated places) are unlikely to be close enough to the PCs in nature to even [i]need[/i] distinction. No magic at all, save perhaps the occasional alchemist's or witch's potion that's got a bit more more to it than a light narcotic, and does more than turn one's urine green. Oh, and the gods only make themselves a [i]little[/i] bit more present than they do in the modern world. If I got rid of this one, it would just turn into a deathmatch, at least with my group. My new setting is a dirty, dangerous dark age, where every valley has its own self-proclaimed king, every road has its own band of brigands, and nature itself is as much of a foe as the brigands. Oh, and some not necessarily antagonistic groups keep slaves. Oh, and people die from simple wounds quite often, because of infection. Since there's only one race, the cultures drastically outnumber the races. The most grandiose possible plot in this setting (barring 'strange foes from across the sea, killing all in their wake') would be to try and unite the squabbling kingdoms, which would be something of about the same scale as Charlemagne's conquests. Hence, the fate of the world is not likely to rest on the PCs' shoulders. 1. PCs are constantly decked out in the heaviest armor possible. In my new setting, iron itself is worth as much as copper, and good steel is worth its weight in silver. Hence, the PCs are unlikely to have more than two or three hauberks between them. 2. One pantheon, everybody chooses one deity to worship. Everybody has their own view of the gods, and organized religions only account for about 80%, at the absolute most, of religious people in a given area. Some cultures have animist religions where each person is expected to thank every object that helps them. Others worship small groups of gods that show the various sides of the human spirit. And others yet worship entire pantheons of patron gods. 3. Alignment. No alignmen. Some things are obviously good (though not [good]), others evil (though not [evil], and some people do more of one than the other. Period. 4. More than one plane of existance. Just one in this world. No, not even elemental planes. 5. Giant bugs. Simple biology tells us that the blood of insects past a certain size would leak out of their sides due to the non-scaling effects of surface-tension. 6. Unrealistic [i]stuff[/i] Ok, I don't have elves, fireball spells, or the like in this setting, so the [i]because it's fantasy[/i] argument won't work. People almost always die from arterial wounds, nobody jumps fifty feet, no matter what their jump skill is, and swords can't shear through steel armor, even if you're [i]really, really strong[/i], unless it's a very good sword, the steel is in the form of light chainmail, and the person wearing it isn't so light that they're thrown back. There, that just about covers it for my new setting... [/QUOTE]
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