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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="painandgreed" data-source="post: 1821459" data-attributes="member: 24969"><p>No more separate than any other small group of mercenaries. It's pretty common for the child of a noble who will never inherit anything to join or create such a party and "adventure". Adventuring can be anything from going to tournies for the money, hiring out as mercs for a war, odd jobs for other nobles like clearing out monsters, or venturing off into the wilderness to kill monsters or explore ruins.</p><p></p><p>My PCs aren't really exceptional in the begining. A good way for 1st level PCs to get their asses kicked would be to wander into a bar and start a fight as average people will be between 1st-4th level (although mostly commoners). If they want to be exceptional, they have to gain experience by actually do something exceptional.</p><p></p><p>I've had a PC that became vampire in a not too good campaign. This dragged him and everybody else into political infighting between the vampires. I've also been in games where the "monsters" bought us off and we changed sides.</p><p></p><p>Always done this although I sometimes mess with arcane magic.</p><p></p><p>That's up to the players. At the begining of the campaign, I ask them if they want a "do whatever they want" or "cooperative" type game. If they want a cooperative type game then they are to cooperate or I'll take their characters away. Funny thing, the best times for character cooperation have been evil "do whatever they want" campaigns because it was understood up and front that to mess with the party would mean death in horrible ways.</p><p></p><p>I wrote up my campaing world with the idea of being able to play in vatious times in the worlds history: Ancient(Babalon, Egypt), Classical (Greek). Imperial (Roman), Medieval, early modern (Reneisance), or modern (pulp 1800's).</p><p></p><p>Not as a rule. Typically however, races do stick together and they do have their own cultures. The more they mingle, the more their cultures mix.</p><p></p><p>Depends on the players and the campaign. Done plenty of down and dirty campaings where the players were neither heroic nor epic. My campaigns are hardly ever epic. If the players want epic, they're going to have to make it happen themselves (which I'm more than willing to let them do).</p><p></p><p>Religious scism in a good pantheon resulting in conflict. Same gods but one is lawful and the other is more accepting of other gods and not so subserviant to the major god. They won't attack each other on sight or anything but it has caused wars to determine which style of worship will be the standard in the kingdom.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 1821459, member: 24969"] No more separate than any other small group of mercenaries. It's pretty common for the child of a noble who will never inherit anything to join or create such a party and "adventure". Adventuring can be anything from going to tournies for the money, hiring out as mercs for a war, odd jobs for other nobles like clearing out monsters, or venturing off into the wilderness to kill monsters or explore ruins. My PCs aren't really exceptional in the begining. A good way for 1st level PCs to get their asses kicked would be to wander into a bar and start a fight as average people will be between 1st-4th level (although mostly commoners). If they want to be exceptional, they have to gain experience by actually do something exceptional. I've had a PC that became vampire in a not too good campaign. This dragged him and everybody else into political infighting between the vampires. I've also been in games where the "monsters" bought us off and we changed sides. Always done this although I sometimes mess with arcane magic. That's up to the players. At the begining of the campaign, I ask them if they want a "do whatever they want" or "cooperative" type game. If they want a cooperative type game then they are to cooperate or I'll take their characters away. Funny thing, the best times for character cooperation have been evil "do whatever they want" campaigns because it was understood up and front that to mess with the party would mean death in horrible ways. I wrote up my campaing world with the idea of being able to play in vatious times in the worlds history: Ancient(Babalon, Egypt), Classical (Greek). Imperial (Roman), Medieval, early modern (Reneisance), or modern (pulp 1800's). Not as a rule. Typically however, races do stick together and they do have their own cultures. The more they mingle, the more their cultures mix. Depends on the players and the campaign. Done plenty of down and dirty campaings where the players were neither heroic nor epic. My campaigns are hardly ever epic. If the players want epic, they're going to have to make it happen themselves (which I'm more than willing to let them do). Religious scism in a good pantheon resulting in conflict. Same gods but one is lawful and the other is more accepting of other gods and not so subserviant to the major god. They won't attack each other on sight or anything but it has caused wars to determine which style of worship will be the standard in the kingdom. [/QUOTE]
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