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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Turjan" data-source="post: 1824846" data-attributes="member: 3477"><p><strong>1. adventurers as a separate class of people</strong></p><p></p><p>Although I played with the thought of giving everybody a base of 2 levels commoner, I decided that it's probably not worth the effort. This is probably that kind of realism that furthers verisimilitude but does not really add much to the game. Perhaps I will come back to this later. </p><p></p><p><strong>2. PCs as exceptional characters</strong></p><p></p><p>In the start, no. Later, yes. It's their story, so there must be something exceptional about them. On the other hand, I like them to be bound into some social network that tends to relativize their position.</p><p></p><p><strong>3. clear distinction between PCs and monsters</strong></p><p></p><p>In what sense? Yes, there are monsters. The other sentient races are not, although they might be bitter enemies. I don't have funny monsters as PC's, if that is meant.</p><p></p><p><strong>4. arcane/divine magic divide</strong></p><p></p><p>Similar to many other posters, I like the AU approach. IMC, religion plays a big role, but the gods don't. Magic is magic. The PCs' approach to magic may vary, but there are no fundamental differences as the approach to healing magics go. There's no need to have a cleric IMC (there aren't any). I don't have campaigns based on undead, either.</p><p></p><p><strong>5. PCs organized into a cooperative party structure</strong></p><p></p><p>They should, because everything else does not really make much fun for a campaign. However, there's neither a need for clerics nor for rogues, which leaves the players with more open decisions.</p><p></p><p><strong>6. medieval European setting (well, a more hygenic version, anyway)</strong></p><p></p><p>Is there any medieval European setting around on the market <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />? Perhaps Harn. Anyway, I think the question goes more into the direction of "standard fantasy" with kings, walled cities and swords. Yes, I have parts of the main continent IMC that are like this. It's something like an anchor for the imagination, where PC's can start their careers into an unknown world without having the burden to be forced to learn too much. Greater parts of the continent are vastly different, though.</p><p></p><p><strong>7. race = culture</strong></p><p></p><p>Hmm, not really. As I have only three main sentient species (races) on the main continent with comparable influence/power each (humans, elves, trolls (goblinoids)), each of the races is equally diverse regarding their cultures. The arrangement of friends and foes does not necessarily follow racial borders, so there is some give and take at some places, whereas at others there are strict borders.</p><p></p><p><strong>8. epic or heroic plot scale</strong></p><p></p><p>I'm not into epic plots. Well, maybe making peace between warring nations counts as epic, does it? Or the quest for the origin of humankind and the arcane gift on their home continent? No plane-hopping, though.</p><p></p><p><strong>9. other things you have noticed and altered.</strong></p><p></p><p>Alignment had to go. I noticed that my younger players tended to have problems with this. Better to say, I had problems with their concepts. "I take chaotic neutral, because then I can do everything I want!". This way of reasoning is gone together with the alignment <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>The well sorted pantheon is out. All these fantasy pantheons tend to be built on some idealized version of the Greek pantheon. Even in old Greece, practical religion had not much to do with this fiction from mythology. It's the same IMC. Gods are regional and may have overlapping "portfolios". Of course, everybody claims that "his" god is the greatest. On the other hand, the gods stay out of everyday affairs. It's the normal people that make the stories.</p></blockquote><p></p>
[QUOTE="Turjan, post: 1824846, member: 3477"] [b]1. adventurers as a separate class of people[/b] Although I played with the thought of giving everybody a base of 2 levels commoner, I decided that it's probably not worth the effort. This is probably that kind of realism that furthers verisimilitude but does not really add much to the game. Perhaps I will come back to this later. [b]2. PCs as exceptional characters[/b] In the start, no. Later, yes. It's their story, so there must be something exceptional about them. On the other hand, I like them to be bound into some social network that tends to relativize their position. [b]3. clear distinction between PCs and monsters[/b] In what sense? Yes, there are monsters. The other sentient races are not, although they might be bitter enemies. I don't have funny monsters as PC's, if that is meant. [b]4. arcane/divine magic divide[/b] Similar to many other posters, I like the AU approach. IMC, religion plays a big role, but the gods don't. Magic is magic. The PCs' approach to magic may vary, but there are no fundamental differences as the approach to healing magics go. There's no need to have a cleric IMC (there aren't any). I don't have campaigns based on undead, either. [b]5. PCs organized into a cooperative party structure[/b] They should, because everything else does not really make much fun for a campaign. However, there's neither a need for clerics nor for rogues, which leaves the players with more open decisions. [b]6. medieval European setting (well, a more hygenic version, anyway)[/b] Is there any medieval European setting around on the market ;)? Perhaps Harn. Anyway, I think the question goes more into the direction of "standard fantasy" with kings, walled cities and swords. Yes, I have parts of the main continent IMC that are like this. It's something like an anchor for the imagination, where PC's can start their careers into an unknown world without having the burden to be forced to learn too much. Greater parts of the continent are vastly different, though. [b]7. race = culture[/b] Hmm, not really. As I have only three main sentient species (races) on the main continent with comparable influence/power each (humans, elves, trolls (goblinoids)), each of the races is equally diverse regarding their cultures. The arrangement of friends and foes does not necessarily follow racial borders, so there is some give and take at some places, whereas at others there are strict borders. [b]8. epic or heroic plot scale[/b] I'm not into epic plots. Well, maybe making peace between warring nations counts as epic, does it? Or the quest for the origin of humankind and the arcane gift on their home continent? No plane-hopping, though. [b]9. other things you have noticed and altered.[/b] Alignment had to go. I noticed that my younger players tended to have problems with this. Better to say, I had problems with their concepts. "I take chaotic neutral, because then I can do everything I want!". This way of reasoning is gone together with the alignment :). The well sorted pantheon is out. All these fantasy pantheons tend to be built on some idealized version of the Greek pantheon. Even in old Greece, practical religion had not much to do with this fiction from mythology. It's the same IMC. Gods are regional and may have overlapping "portfolios". Of course, everybody claims that "his" god is the greatest. On the other hand, the gods stay out of everyday affairs. It's the normal people that make the stories. [/QUOTE]
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