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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Tonguez" data-source="post: 1821500" data-attributes="member: 1125"><p>In the past I've had the PCs be members of a travelling Circus Troupe (ironically with no bards), Agents of the Church, Leaders of a group of Settlers to a newly discovered (and virtually unexplored) island, and the juvinile survivors of a raid on their village. I tend to have PCs tied closely to a social group. </p><p></p><p> </p><p>I have run a short game starting with NPC classes (Expert, Aristocrat, Warrior, Adept) before multiclassing to PC.</p><p></p><p> </p><p>Not too sure what you mean here, I allow goblin as a playable race and in the past have had an NPC Abberation (based on an half-fiend Otyugh) who 'asked' the PCs to find his daughter (another NPC who looked human but wasn't (obviously))</p><p></p><p> </p><p>No Arcane magic - all spellcasting is the work of spirits (those familiars are demons and the real source of the wizards spells!)</p><p></p><p> </p><p>um - see 1</p><p></p><p> </p><p>My main campaign is set in Mythic Polynesia, a former campaigns have been set in Antediluvean Africa (when the Congo Basin was an inland sea), The Mongol Empire after Genghis Khan, and one set in 16th Century South East Europe/Africa and Setting which is Bronze Age/Ealy Iron Age which has aspects of both Europe (Greek/Minoan) and the Middle East (so lets call it Levantian)</p><p></p><p> </p><p>Nope I only ever have one type of each race any distinction (as say between the elfs of the Highgreen Forest and the Baijani (mariner) elfs) is purely cultural. eg I have two types of Gnomes (Common and Brownies) both with identical stats but brownies are hairier and have favoured class Barbarian (and a culturally more primitive)</p><p></p><p> </p><p>Yes only you can save mankind! Actually I have an uberarch which may never come into use if the PCs don't get involved (by discovering one of the five key artifacts or opposing the spread of the Zealot Cult)</p><p></p><p> </p><p>No Cash economy - ie no gold coins to spare</p><p></p><p>One advantage of having the PCs tied to a social group is that I have introduced an Influence mechanic. Its identitcal to the Wealth rules of D20 Modern but measures the degree to which a PC can influence others in the community to get what they want (eg if Bob needs a Sword he has to see whether he can influence uncle Dave the Smith to make him one). Others might be influenced to put in labour to help Bob build a boat so he can get to a neighbouring island etc etc etc.</p><p></p><p>It also means Magic items can't be bought they are given as <strong>boons</strong> by more powerful NPCs</p></blockquote><p></p>
[QUOTE="Tonguez, post: 1821500, member: 1125"] In the past I've had the PCs be members of a travelling Circus Troupe (ironically with no bards), Agents of the Church, Leaders of a group of Settlers to a newly discovered (and virtually unexplored) island, and the juvinile survivors of a raid on their village. I tend to have PCs tied closely to a social group. I have run a short game starting with NPC classes (Expert, Aristocrat, Warrior, Adept) before multiclassing to PC. Not too sure what you mean here, I allow goblin as a playable race and in the past have had an NPC Abberation (based on an half-fiend Otyugh) who 'asked' the PCs to find his daughter (another NPC who looked human but wasn't (obviously)) No Arcane magic - all spellcasting is the work of spirits (those familiars are demons and the real source of the wizards spells!) um - see 1 My main campaign is set in Mythic Polynesia, a former campaigns have been set in Antediluvean Africa (when the Congo Basin was an inland sea), The Mongol Empire after Genghis Khan, and one set in 16th Century South East Europe/Africa and Setting which is Bronze Age/Ealy Iron Age which has aspects of both Europe (Greek/Minoan) and the Middle East (so lets call it Levantian) Nope I only ever have one type of each race any distinction (as say between the elfs of the Highgreen Forest and the Baijani (mariner) elfs) is purely cultural. eg I have two types of Gnomes (Common and Brownies) both with identical stats but brownies are hairier and have favoured class Barbarian (and a culturally more primitive) Yes only you can save mankind! Actually I have an uberarch which may never come into use if the PCs don't get involved (by discovering one of the five key artifacts or opposing the spread of the Zealot Cult) No Cash economy - ie no gold coins to spare One advantage of having the PCs tied to a social group is that I have introduced an Influence mechanic. Its identitcal to the Wealth rules of D20 Modern but measures the degree to which a PC can influence others in the community to get what they want (eg if Bob needs a Sword he has to see whether he can influence uncle Dave the Smith to make him one). Others might be influenced to put in labour to help Bob build a boat so he can get to a neighbouring island etc etc etc. It also means Magic items can't be bought they are given as [B]boons[/B] by more powerful NPCs [/QUOTE]
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