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*TTRPGs General
Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Psion" data-source="post: 1822121" data-attributes="member: 172"><p>Well, after rolling several hundred random character concepts for my game, it seems pretty obvious to me that while adventurer types are in the minority, they are hardly alone.</p><p></p><p></p><p></p><p>Ever since 3e hit with classed monsters, this wall has been tumbling. In my normal game, it's pretty classic still, but my plane hopping stretch should slap this in the face (especially as I'll be running Dendrii and Lizard Kingdoms side treks.)</p><p></p><p></p><p></p><p>When I was putzing around with Shamans and Sorcerers-as-spirit-talkers, this was a real big bugbear to me. Since then, I've decided to pipe down and accept this one. A lot of flavor comes out of it.</p><p></p><p></p><p></p><p>I almost think some variant of this is essential for any game I would want to run. I've had players represent entirely different interests before (an outgrowth of planescape) which is about as bold a variant on this as I am willing to entertain.</p><p></p><p></p><p></p><p>Again with the planehopping thing, I intend to wierd things up a bit.</p><p></p><p></p><p></p><p>I've never been to strong on this. Dwarves and gnomes are pretty monolithic in my game. Humans and elves, OTOH, has a lot of splinter cultures with wierd implications.</p><p></p><p>This one stopped being an assumption for me once I started using World Builder's Guide</p><p></p><p></p><p></p><p>Prefer it that way.</p><p></p><p></p><p></p><p>9a. Common language or other universal language, in different continents or planes, even! Out the window! Some dialects of older races have similarities stemming from a common root, but many languages are totally alien. To me, common is a placeholder for "the local human tongue or trade tongue."</p><p></p><p>9b. Sexual compatability of vastly different races. Halfbreeds come about through magic if they are not similar species IMC.</p><p></p><p>9c. (A 3e convention) Godless clerics and paladins. Gone. "Divine" in my game BY DEFINITION is derived from a higher power (though that power may be abstract by human definitions.)</p></blockquote><p></p>
[QUOTE="Psion, post: 1822121, member: 172"] Well, after rolling several hundred random character concepts for my game, it seems pretty obvious to me that while adventurer types are in the minority, they are hardly alone. Ever since 3e hit with classed monsters, this wall has been tumbling. In my normal game, it's pretty classic still, but my plane hopping stretch should slap this in the face (especially as I'll be running Dendrii and Lizard Kingdoms side treks.) When I was putzing around with Shamans and Sorcerers-as-spirit-talkers, this was a real big bugbear to me. Since then, I've decided to pipe down and accept this one. A lot of flavor comes out of it. I almost think some variant of this is essential for any game I would want to run. I've had players represent entirely different interests before (an outgrowth of planescape) which is about as bold a variant on this as I am willing to entertain. Again with the planehopping thing, I intend to wierd things up a bit. I've never been to strong on this. Dwarves and gnomes are pretty monolithic in my game. Humans and elves, OTOH, has a lot of splinter cultures with wierd implications. This one stopped being an assumption for me once I started using World Builder's Guide Prefer it that way. 9a. Common language or other universal language, in different continents or planes, even! Out the window! Some dialects of older races have similarities stemming from a common root, but many languages are totally alien. To me, common is a placeholder for "the local human tongue or trade tongue." 9b. Sexual compatability of vastly different races. Halfbreeds come about through magic if they are not similar species IMC. 9c. (A 3e convention) Godless clerics and paladins. Gone. "Divine" in my game BY DEFINITION is derived from a higher power (though that power may be abstract by human definitions.) [/QUOTE]
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