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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Remathilis" data-source="post: 1822435" data-attributes="member: 7635"><p>This is all from an (alas) abandoned campaign concept. My current game is strictly D&D by the book. </p><p> </p><p><strong>1. adventurers as a separate class of people</strong></p><p> </p><p>Well, my core concept was for a group of soliders to be stuck away from thier troop and get caught up in wild adventures, so they wouldn't be "adventurers" per se...</p><p> </p><p><strong>2. PCs as exceptional characters</strong></p><p> </p><p>Gotta go with this one. If the PCs aren't exceptional, its boring. </p><p> </p><p><strong>3. clear distinction between PCs and monsters</strong></p><p> </p><p>Well, since everything that isn't a natural fixture of this world is evil and created by demons...</p><p> </p><p><strong>4. arcane/divine magic divide</strong></p><p> </p><p>Nope. One magic, drawn from the land, and divided into black and white incantations. (with a boatload of grey/utility)</p><p> </p><p><strong>5. PCs organized into a cooperative party structure</strong></p><p> </p><p>God I hope so. </p><p> </p><p><strong>6. medieval European setting (well, a more hygenic version, anyway)</strong></p><p> </p><p>I guess an Arctic/Viking/Song of Fire and Ice style setting is European medieval by the litteral sense?</p><p> </p><p><strong>7. race = culture</strong></p><p> </p><p>Nope. One race, many cultures. </p><p> </p><p><strong>8. epic or heroic plot scale</strong></p><p> </p><p>My general rule is the more structured/story-based a game is, the damn well better be epic in scale. Kill and Loot D&D is what the conventions are for, IMHO. </p><p> </p><p><strong>9. other things you have noticed and altered.</strong></p><p> </p><p>Hmmm.... No alignment (evil is measured in taint), Generic Classes (UA, one caster class). No gods (long abandoned), No humanoids (cept some warped monsters like Grimlocks). No Good Outsiders. One type of universal demon/devil. Oh, and a sun thats dying. </p><p> </p><p>I wish I had the time to make all my changes and keep it a consistant game, but I'm happy with just the traditional tropes.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1822435, member: 7635"] This is all from an (alas) abandoned campaign concept. My current game is strictly D&D by the book. [b]1. adventurers as a separate class of people[/b] Well, my core concept was for a group of soliders to be stuck away from thier troop and get caught up in wild adventures, so they wouldn't be "adventurers" per se... [b]2. PCs as exceptional characters[/b] Gotta go with this one. If the PCs aren't exceptional, its boring. [b]3. clear distinction between PCs and monsters[/b] Well, since everything that isn't a natural fixture of this world is evil and created by demons... [b]4. arcane/divine magic divide[/b] Nope. One magic, drawn from the land, and divided into black and white incantations. (with a boatload of grey/utility) [b]5. PCs organized into a cooperative party structure[/b] God I hope so. [b]6. medieval European setting (well, a more hygenic version, anyway)[/b] I guess an Arctic/Viking/Song of Fire and Ice style setting is European medieval by the litteral sense? [b]7. race = culture[/b] Nope. One race, many cultures. [b]8. epic or heroic plot scale[/b] My general rule is the more structured/story-based a game is, the damn well better be epic in scale. Kill and Loot D&D is what the conventions are for, IMHO. [b]9. other things you have noticed and altered.[/b] Hmmm.... No alignment (evil is measured in taint), Generic Classes (UA, one caster class). No gods (long abandoned), No humanoids (cept some warped monsters like Grimlocks). No Good Outsiders. One type of universal demon/devil. Oh, and a sun thats dying. I wish I had the time to make all my changes and keep it a consistant game, but I'm happy with just the traditional tropes. [/QUOTE]
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