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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="kigmatzomat" data-source="post: 1823920" data-attributes="member: 9254"><p><strong></strong></p><p><strong>1. adventurers as a separate class of people</strong></p><p><strong></strong></p><p></p><p>Meh, adventurers are a class of people just like skydivers are a class of people, or soldiers. If you mean upper/lower class, nah, they're people. Adventurers wind up in the merchant class by default; they have nice gear, spend vast sums of money but no title and likely no land. </p><p> I was grateful to MMS:WE for giving me a title to hang on them; patriciate.</p><p></p><p></p><p><strong></strong></p><p><strong>2. PCs as exceptional characters</strong></p><p><strong></strong></p><p></p><p>Well, they *are* exceptional but they are not fated or anything. Anyone could rise to the challenge but most people simply won't. These people could be said to be mentally deficient, since few sane people will do the stupid things they do. </p><p></p><p><strong></strong></p><p><strong>3. clear distinction between PCs and monsters</strong></p><p><strong></strong></p><p></p><p>I blur this on purpose. Dragons rule my world, allies involve renegade dragons, mimics, swamp-dwellers, ogres, thanoi, and a few undead. </p><p></p><p>A monster is what's on the inside, not the outside. </p><p></p><p><strong></strong></p><p><strong>4. arcane/divine magic divide</strong></p><p><strong></strong></p><p></p><p>Feh. I'm in Krynn. Arcane magic comes from gods and can be turned off. </p><p></p><p><strong></strong></p><p><strong>5. PCs organized into a cooperative party structure</strong></p><p><strong></strong></p><p></p><p>Mostly but I have nothing to do with that. </p><p></p><p><strong></strong></p><p><strong>6. medieval European setting (well, a more hygenic version, anyway)</strong></p><p><strong></strong></p><p></p><p>Solamnia for the most part, so yeah. But ventured into the grassy wastes (africa), the arctic regions, high seas, a volcanic area, etc, etc. </p><p></p><p><strong></strong></p><p><strong>7. race = culture</strong></p><p><strong></strong></p><p></p><p>Nope. Nation is the foundation of culture. Elves have the one functional nation since t'other one got turned into a living nightmare so there's a "heritage" culture. Same with dwarves. But the races are integrated into the culture of their birth. Solamnics of all races tend to be rather egalitarian while the Khuri Kaa'an are insular hagglers. </p><p></p><p><strong></strong></p><p><strong>8. epic or heroic plot scale</strong></p><p><strong></strong></p><p></p><p>Sliding. I started mundane ("Auuugh, mudslide! Auuugh, wild dogs!") moved up through heroic ("Auugh, bullette! Augh, dire cape buffalo!") and have ventured to the edge of epic ("Augggh, elemental tempest! Auugh, nightcrawler!"). </p><p></p><p><strong></strong></p><p><strong>9. other things you have noticed and altered.</strong></p><p><strong></strong></p><p></p><p>Taxes, finances, and rewards. I like a rational, if not entirely accurate, economy. So to deal with some of the treasure factor and make things a bit more rational, the party has been given opportunities to make investments with trade houses. </p><p> They've been doing so for a few seasons now and making decent money. While at first it was something of a freebie ("you have helped us greatly. Our liquid assets are finite so we could reward you with the cash we have on hand ...ORRRRR we could give you a share in our carvan.") they have learned to use their knowledge to manipulate markets. (<em>sending</em> to ally "Hey, we just sank a boatload of mithral. You might want to buy some up now and maybe hire a salvage team...." or my favorite "There's going to be a massive invasion of undead right around harvest time across the entire planet. Lay in all the long-term staples and early-harvest foodstuffs you can get.")</p><p></p><p>Government is ... reverse normal. We're used to a figurehead monarch (queen of england) and a functional cabinet/house. In my game the monarch rules with an iron claw and the rank and file government exists to deal with piddly stuff and provide the illusion of self-rule.</p><p></p><p>Religion has also been modified. The new gods are the focal point of a concept. All clerics follow the concepts more than the god so there's no alignment restrictions except on concepts that involve good, evil, order and chaos. Gods can be killed and replaced but no one can have more than one portfolio because the concepts are unique. I gleefully stole quite a bit from the Incarnations books but removed the "overgod" concept. </p><p> Internal religious conflicts are much more common since a god cannot shut down a cleric's spellcasting. (They can still bolt from the blue, though) You end up with wide alignment ranges and ideas on implementing concepts. Splinter churches are the norm with few monolithic religions.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1823920, member: 9254"] [b] 1. adventurers as a separate class of people [/b] Meh, adventurers are a class of people just like skydivers are a class of people, or soldiers. If you mean upper/lower class, nah, they're people. Adventurers wind up in the merchant class by default; they have nice gear, spend vast sums of money but no title and likely no land. I was grateful to MMS:WE for giving me a title to hang on them; patriciate. [b] 2. PCs as exceptional characters [/b] Well, they *are* exceptional but they are not fated or anything. Anyone could rise to the challenge but most people simply won't. These people could be said to be mentally deficient, since few sane people will do the stupid things they do. [b] 3. clear distinction between PCs and monsters [/b] I blur this on purpose. Dragons rule my world, allies involve renegade dragons, mimics, swamp-dwellers, ogres, thanoi, and a few undead. A monster is what's on the inside, not the outside. [b] 4. arcane/divine magic divide [/b] Feh. I'm in Krynn. Arcane magic comes from gods and can be turned off. [b] 5. PCs organized into a cooperative party structure [/b] Mostly but I have nothing to do with that. [b] 6. medieval European setting (well, a more hygenic version, anyway) [/b] Solamnia for the most part, so yeah. But ventured into the grassy wastes (africa), the arctic regions, high seas, a volcanic area, etc, etc. [b] 7. race = culture [/b] Nope. Nation is the foundation of culture. Elves have the one functional nation since t'other one got turned into a living nightmare so there's a "heritage" culture. Same with dwarves. But the races are integrated into the culture of their birth. Solamnics of all races tend to be rather egalitarian while the Khuri Kaa'an are insular hagglers. [b] 8. epic or heroic plot scale [/b] Sliding. I started mundane ("Auuugh, mudslide! Auuugh, wild dogs!") moved up through heroic ("Auugh, bullette! Augh, dire cape buffalo!") and have ventured to the edge of epic ("Augggh, elemental tempest! Auugh, nightcrawler!"). [b] 9. other things you have noticed and altered. [/b] Taxes, finances, and rewards. I like a rational, if not entirely accurate, economy. So to deal with some of the treasure factor and make things a bit more rational, the party has been given opportunities to make investments with trade houses. They've been doing so for a few seasons now and making decent money. While at first it was something of a freebie ("you have helped us greatly. Our liquid assets are finite so we could reward you with the cash we have on hand ...ORRRRR we could give you a share in our carvan.") they have learned to use their knowledge to manipulate markets. ([i]sending[/i] to ally "Hey, we just sank a boatload of mithral. You might want to buy some up now and maybe hire a salvage team...." or my favorite "There's going to be a massive invasion of undead right around harvest time across the entire planet. Lay in all the long-term staples and early-harvest foodstuffs you can get.") Government is ... reverse normal. We're used to a figurehead monarch (queen of england) and a functional cabinet/house. In my game the monarch rules with an iron claw and the rank and file government exists to deal with piddly stuff and provide the illusion of self-rule. Religion has also been modified. The new gods are the focal point of a concept. All clerics follow the concepts more than the god so there's no alignment restrictions except on concepts that involve good, evil, order and chaos. Gods can be killed and replaced but no one can have more than one portfolio because the concepts are unique. I gleefully stole quite a bit from the Incarnations books but removed the "overgod" concept. Internal religious conflicts are much more common since a god cannot shut down a cleric's spellcasting. (They can still bolt from the blue, though) You end up with wide alignment ranges and ideas on implementing concepts. Splinter churches are the norm with few monolithic religions. [/QUOTE]
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