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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1821469" data-attributes="member: 22882"><p>Adventurers? What're those? My PCs have recently been secret police (Kingdom of Ivalice) and mercenary spies (Dwarven Age). Both, however, were obviously apart from normal society.</p><p></p><p></p><p></p><p>I always break this, in the sense that I don't use the NPC classes for anybody and there are a goodly number of equivalent-level characters with similar tasks. On the other hand, the PCs tend to be at the center of a major event, making them seem exceptional.</p><p></p><p></p><p></p><p>Monsters? What're those? The creatures available to PC and enemy beastmasters in Ivalice, and the occaisonal random encounter in the wilderness? I use almost exclusively NPC encounters, and PCs have access to any major intelligent race in the campaign.</p><p></p><p></p><p></p><p>Divine magic? What's that? It's what the Murond Glabados Church's sorcerers call their foul, corrupting occult rituals, isn't it? I excise divine magic from my worlds as a general rule; the gods or God are a matter of faith, not casting the daily <em>detect magic</em> to see if you need an <em>atonement</em>.</p><p></p><p></p><p></p><p>This one's just too hard to break conveniently, IMO.</p><p></p><p></p><p></p><p>One early industrial/late renaissance campaign with a fully steamtech hostile neighbor (Kingdom of Ivalice) and one WW1-equivalent late steampunk campaign. Check.</p><p></p><p></p><p></p><p>Well, Dwarven Age had a goodly amount of race = culture, but Kingdom of Ivalice only has humans, and recently the hybrids who have no culture of their own. The human groups have lots of different cultures.</p><p></p><p></p><p></p><p>Not really. I prefer clashes of nations, and the PCs usually have a limited role in those. Of course, they sometimes have to prevent (or fail to prevent) one faction or another from doing something that could, in theory, destroy the world. But that's rare, and not played up any more than conquest or the prevention thereof.</p><p></p><p>On the other hand, critical NPCs often begin at around 25th level, and PCs certainly acquire Epic status in D&D terms - that just doesn't mean as much as in standard D&D. An Epic PC is one who can duel the Shrine Knight Master at Arms Walthus Khamberman (a 7'1" holy swordsman who clocks in at Fighter 8/Kensai 18/Exotic Weapon Master 3) and live - not one who can singlehandedly defeat a whole army.</p><p></p><p></p><p></p><p>Outsiders are unique, wierd and universally hideous. They even use Rakham minis. That's how ungodly strange they are. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Alignment is excised in favor of a harsher, more period-appropriate scheme of morality and ethics.</p><p></p><p>Magic items are rare (Kingdom of Ivalice), and the handful that survive are in the hands of people like Master Khamberman. If a PC acquires a magic item, it will be a signature item that is henceforth identified with him.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1821469, member: 22882"] Adventurers? What're those? My PCs have recently been secret police (Kingdom of Ivalice) and mercenary spies (Dwarven Age). Both, however, were obviously apart from normal society. I always break this, in the sense that I don't use the NPC classes for anybody and there are a goodly number of equivalent-level characters with similar tasks. On the other hand, the PCs tend to be at the center of a major event, making them seem exceptional. Monsters? What're those? The creatures available to PC and enemy beastmasters in Ivalice, and the occaisonal random encounter in the wilderness? I use almost exclusively NPC encounters, and PCs have access to any major intelligent race in the campaign. Divine magic? What's that? It's what the Murond Glabados Church's sorcerers call their foul, corrupting occult rituals, isn't it? I excise divine magic from my worlds as a general rule; the gods or God are a matter of faith, not casting the daily [I]detect magic[/I] to see if you need an [I]atonement[/I]. This one's just too hard to break conveniently, IMO. One early industrial/late renaissance campaign with a fully steamtech hostile neighbor (Kingdom of Ivalice) and one WW1-equivalent late steampunk campaign. Check. Well, Dwarven Age had a goodly amount of race = culture, but Kingdom of Ivalice only has humans, and recently the hybrids who have no culture of their own. The human groups have lots of different cultures. Not really. I prefer clashes of nations, and the PCs usually have a limited role in those. Of course, they sometimes have to prevent (or fail to prevent) one faction or another from doing something that could, in theory, destroy the world. But that's rare, and not played up any more than conquest or the prevention thereof. On the other hand, critical NPCs often begin at around 25th level, and PCs certainly acquire Epic status in D&D terms - that just doesn't mean as much as in standard D&D. An Epic PC is one who can duel the Shrine Knight Master at Arms Walthus Khamberman (a 7'1" holy swordsman who clocks in at Fighter 8/Kensai 18/Exotic Weapon Master 3) and live - not one who can singlehandedly defeat a whole army. Outsiders are unique, wierd and universally hideous. They even use Rakham minis. That's how ungodly strange they are. :p Alignment is excised in favor of a harsher, more period-appropriate scheme of morality and ethics. Magic items are rare (Kingdom of Ivalice), and the handful that survive are in the hands of people like Master Khamberman. If a PC acquires a magic item, it will be a signature item that is henceforth identified with him. [/QUOTE]
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