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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Qwillion" data-source="post: 1821479" data-attributes="member: 14641"><p>1. adventurers as a separate class of people</p><p>My homebrew setting is a place called Questspire the City of Adventures, I dealt with the idea by embracing it adventures are the people of this city, they are the upper class of this city and as such, have very specific laws that deal with them and a powerful guild that controls them. It makes for a more interesting dynamic when there are hundreds of adventuring companies in the city many higher level than the party with epic reputaitons but these groups are often not in residence. The guild makes for a dynamic organization filled with intrigue, hooks and dm tools. </p><p></p><p>The most interesting part was creating the sub-culture of the guild itself.</p><p></p><p>2. PCs as exceptional characters</p><p>How exceptional are you when everyone else is just exceptional as you, yes you might be the nobles (like in the amber setting) but so are you rivals.</p><p></p><p>3. clear distinction between PCs and monsters</p><p>I use a great deal of savage species, monsters by aeg, and a number of hombrew racial classes. In questspire mosnters there are recognized intelligent races these are afforded all the same rights as everyone else, Many mosnters from companies and are members of the adventures guild. The non-intelligent mosnters are the charmed servent of House Vexbrute. House Vexbrute is about as powerful as the adventrues guild (heraldry is a chained tarasque, motto "we hold the leash") </p><p></p><p>4. arcane/divine magic divide</p><p>The magic system of D&D is its biggest strength and its biggest weakness but I have added other magic systems to the game so that, there is not "only" the standard two tear system. There are the channelers of the WoT and Midnight, Psionics, Steampunk, chaostech and the magic system of Monte Cook's Arcana Unearthed. </p><p>though often poor in exectution I have been assisted by Mongooses Encyclopidea Arcana series with things like starmagic, chaos magic, Battle magic etc.... </p><p></p><p>5. PCs organized into a cooperative party structure</p><p>I run character driven campaigns. parites of necessity, forced parties and the idea that the relationships between the characters are what can drive the game. It's hard work and it means letting you players create anything they want without consulting each other and then you having to tie it all together. </p><p>Family, obligations, compultions and blackmail can all be used to bring a group of varing backgrounds together.</p><p></p><p></p><p>6. medieval European setting (well, a more hygenic version, anyway)</p><p>I personally use a Rennisance themed setting where things are being discovered and we are no longer looking at the good old days of high magic, with various different levels of technology, magic, and culture. I would say it is very close to Monte Cook's Ptolus setting</p><p></p><p>7. race = culture</p><p>Bah I have a very old dragon article about culture, too many of us fall into the star trek culture issue of protraying fanatsy races as a new culture. </p><p>Don't just give things culture give them Sub-culture. </p><p></p><p>No the real thing here is do you reprsent culture with mechanics</p><p></p><p>8. epic or heroic plot scale</p><p>I do tend to run an epic tale, but that tale is not always heroic, I tend to run gritty no alighnment motivations. Some times it is the grand war other times it is simply vengence against a hated foe, sometimes it is simply I want money so I can buy a cool sword. </p><p></p><p>As to plot, I don't believe in plot driven games, I believe in character driven stories, go watch the maltesse falcon or cassablanca. the plots of these moves are laughable but the characters and the diaologe is what makes it marvaleous.</p><p></p><p>9. other things you have noticed and altered.</p><p>Preconceptions and cliche's</p><p></p><p>I dont' have the old man wizard, I have the prodigy little girl wizard</p><p>I don't have the big burly blacksmith, I have the tiny fey with ingenuity having problems with cold iron</p><p>I have a big ogre withs specticles who works as the churhes librarian.</p><p></p><p>If there is a cliche change it, twist it around and have fun with it.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 1821479, member: 14641"] 1. adventurers as a separate class of people My homebrew setting is a place called Questspire the City of Adventures, I dealt with the idea by embracing it adventures are the people of this city, they are the upper class of this city and as such, have very specific laws that deal with them and a powerful guild that controls them. It makes for a more interesting dynamic when there are hundreds of adventuring companies in the city many higher level than the party with epic reputaitons but these groups are often not in residence. The guild makes for a dynamic organization filled with intrigue, hooks and dm tools. The most interesting part was creating the sub-culture of the guild itself. 2. PCs as exceptional characters How exceptional are you when everyone else is just exceptional as you, yes you might be the nobles (like in the amber setting) but so are you rivals. 3. clear distinction between PCs and monsters I use a great deal of savage species, monsters by aeg, and a number of hombrew racial classes. In questspire mosnters there are recognized intelligent races these are afforded all the same rights as everyone else, Many mosnters from companies and are members of the adventures guild. The non-intelligent mosnters are the charmed servent of House Vexbrute. House Vexbrute is about as powerful as the adventrues guild (heraldry is a chained tarasque, motto "we hold the leash") 4. arcane/divine magic divide The magic system of D&D is its biggest strength and its biggest weakness but I have added other magic systems to the game so that, there is not "only" the standard two tear system. There are the channelers of the WoT and Midnight, Psionics, Steampunk, chaostech and the magic system of Monte Cook's Arcana Unearthed. though often poor in exectution I have been assisted by Mongooses Encyclopidea Arcana series with things like starmagic, chaos magic, Battle magic etc.... 5. PCs organized into a cooperative party structure I run character driven campaigns. parites of necessity, forced parties and the idea that the relationships between the characters are what can drive the game. It's hard work and it means letting you players create anything they want without consulting each other and then you having to tie it all together. Family, obligations, compultions and blackmail can all be used to bring a group of varing backgrounds together. 6. medieval European setting (well, a more hygenic version, anyway) I personally use a Rennisance themed setting where things are being discovered and we are no longer looking at the good old days of high magic, with various different levels of technology, magic, and culture. I would say it is very close to Monte Cook's Ptolus setting 7. race = culture Bah I have a very old dragon article about culture, too many of us fall into the star trek culture issue of protraying fanatsy races as a new culture. Don't just give things culture give them Sub-culture. No the real thing here is do you reprsent culture with mechanics 8. epic or heroic plot scale I do tend to run an epic tale, but that tale is not always heroic, I tend to run gritty no alighnment motivations. Some times it is the grand war other times it is simply vengence against a hated foe, sometimes it is simply I want money so I can buy a cool sword. As to plot, I don't believe in plot driven games, I believe in character driven stories, go watch the maltesse falcon or cassablanca. the plots of these moves are laughable but the characters and the diaologe is what makes it marvaleous. 9. other things you have noticed and altered. Preconceptions and cliche's I dont' have the old man wizard, I have the prodigy little girl wizard I don't have the big burly blacksmith, I have the tiny fey with ingenuity having problems with cold iron I have a big ogre withs specticles who works as the churhes librarian. If there is a cliche change it, twist it around and have fun with it. [/QUOTE]
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