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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Shades of Green" data-source="post: 1873152" data-attributes="member: 3297"><p><strong>1. adventurers as a separate class of people</strong></p><p>In the socio-economical sense of the word? no, since they are too few to form a distinct part of the economical relations, and since they are composed of people from several class origins; starting adventurers are mostly either lower, impoverished Nobility, townspeople, dissident peasants or "displaced" elements, similar to brigands and highwaymen. </p><p></p><p><strong>2. PCs as exceptional characters</strong></p><p>Could be, depend on specific campaign/player preferences; Playing "ordinary" guys is quite possible. Sure, on higher levels you WOULD be exceptional, but that's a result of your wealth and experience, not your "breeding stock".</p><p></p><p><strong>3. clear distinction between PCs and monsters</strong></p><p>Who says that all adversaries would be "monsters", and that all "monsters" would be adversaries? Undead/Dragons/Abberations aside, in my campaign you are as likely to fight Human brigands as you are to speak your way out of an encounter with an Orcish band. Sure, Orcs are savage, but they could be reasoned with some of the time.</p><p></p><p><strong>4. arcane/divine magic divide</strong></p><p>In the most part, due to rule convinience; But the in-game distinction is one of the origion of the spell (channeling of general extra-planar energy vs. channeling energy from specific planar beings and/or from nature), rather than of the magick's nature.</p><p></p><p><strong>5. PCs organized into a cooperative party structure</strong></p><p>If there is more than one player, this is the "default" teamwork structure. In-party bickering and/or fights are annoying when they become too numerous.</p><p></p><p><strong>6. medieval European setting (well, a more hygenic version, anyway)</strong></p><p>Post-medieval Eastern European setting (think 1500's Transylvania) in the less advanced areas; Early Industrial level of technology (think 1700-1800) in the REALY advanced places (Dwarven and Kobold/Goblinoid nation-states). Some areas aren't even similar to European states.</p><p></p><p><strong>7. race = culture</strong></p><p>Not nescerily. Sure, the Dwarves have their own distinct culture, and Elves have a semi-seperate culture, but Humans and Halflings (and, to a degree, Elves and Gnomes) share the same cultures in many places. And the so-called "Goblinoid" empire is actually pretty much multi-racial; Some races have their own cultures, but overall the many races (Kobolds, Goblins, Hobgoblins, Bugbears, Trolls, Orges and a few others) share a combined, proto-industrialist culture. Each contributes its part, and has it's function (Kobolds as inventors/early capitalists/rulers, Hobgoblins as the backbone of the military, Goblins as cheap workers/cannon fodder, the rest as shock troops and heavy workers, though workers are drawn from all races - even Kobolds).</p><p></p><p><strong>8. epic or heroic plot scale</strong></p><p>Depends on player preferences.</p><p></p><p><strong>9. cash economy based on gp</strong></p><p>Early industrial economy; GP are one form of currency, but there are also bearer bonds, early cheques, and, in some cases, even paper money.</p><p></p><p><strong>10. universal languages</strong></p><p>Definitely no. Sure, big empires usually have one common language inside their borders, but not outside them. Every culture has it's language(s).</p><p></p><p><strong>11. alignment = personality</strong></p><p>Alignment is insignificant, personality is EXTREMELY significant. Most people just don't have an alignment; leave that to Planar creatures who embody ideals rather than act on their interests.</p><p></p><p><strong>12. universal pantheon</strong></p><p>NO. Many gods, many religions; Several competing/semi-competing monotheistic religions; Not everyone belives in gods (some think they're just strong spirits/planar beings).</p><p></p><p><strong>13. mundane magic</strong></p><p>Alchemy and technology sometime create "magical" effects; minor charms (cantrip-level magic items) are also available.</p><p></p><p><strong>14. cosmopolitan cultural relations</strong></p><p>DEFINITELY NO! Empires compete over territories, resources and markets; lesser kingdoms compete over the same things, but in a smaller scale. War is common; suspicion of certain... 'outsiders' (and NOT in the MM meaning of the word) exists.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 1873152, member: 3297"] [B]1. adventurers as a separate class of people[/B] In the socio-economical sense of the word? no, since they are too few to form a distinct part of the economical relations, and since they are composed of people from several class origins; starting adventurers are mostly either lower, impoverished Nobility, townspeople, dissident peasants or "displaced" elements, similar to brigands and highwaymen. [B]2. PCs as exceptional characters[/B] Could be, depend on specific campaign/player preferences; Playing "ordinary" guys is quite possible. Sure, on higher levels you WOULD be exceptional, but that's a result of your wealth and experience, not your "breeding stock". [B]3. clear distinction between PCs and monsters[/B] Who says that all adversaries would be "monsters", and that all "monsters" would be adversaries? Undead/Dragons/Abberations aside, in my campaign you are as likely to fight Human brigands as you are to speak your way out of an encounter with an Orcish band. Sure, Orcs are savage, but they could be reasoned with some of the time. [B]4. arcane/divine magic divide[/B] In the most part, due to rule convinience; But the in-game distinction is one of the origion of the spell (channeling of general extra-planar energy vs. channeling energy from specific planar beings and/or from nature), rather than of the magick's nature. [B]5. PCs organized into a cooperative party structure[/B] If there is more than one player, this is the "default" teamwork structure. In-party bickering and/or fights are annoying when they become too numerous. [B]6. medieval European setting (well, a more hygenic version, anyway)[/B] Post-medieval Eastern European setting (think 1500's Transylvania) in the less advanced areas; Early Industrial level of technology (think 1700-1800) in the REALY advanced places (Dwarven and Kobold/Goblinoid nation-states). Some areas aren't even similar to European states. [B]7. race = culture[/B] Not nescerily. Sure, the Dwarves have their own distinct culture, and Elves have a semi-seperate culture, but Humans and Halflings (and, to a degree, Elves and Gnomes) share the same cultures in many places. And the so-called "Goblinoid" empire is actually pretty much multi-racial; Some races have their own cultures, but overall the many races (Kobolds, Goblins, Hobgoblins, Bugbears, Trolls, Orges and a few others) share a combined, proto-industrialist culture. Each contributes its part, and has it's function (Kobolds as inventors/early capitalists/rulers, Hobgoblins as the backbone of the military, Goblins as cheap workers/cannon fodder, the rest as shock troops and heavy workers, though workers are drawn from all races - even Kobolds). [B]8. epic or heroic plot scale[/B] Depends on player preferences. [B]9. cash economy based on gp[/B] Early industrial economy; GP are one form of currency, but there are also bearer bonds, early cheques, and, in some cases, even paper money. [B]10. universal languages[/B] Definitely no. Sure, big empires usually have one common language inside their borders, but not outside them. Every culture has it's language(s). [B]11. alignment = personality[/B] Alignment is insignificant, personality is EXTREMELY significant. Most people just don't have an alignment; leave that to Planar creatures who embody ideals rather than act on their interests. [B]12. universal pantheon[/B] NO. Many gods, many religions; Several competing/semi-competing monotheistic religions; Not everyone belives in gods (some think they're just strong spirits/planar beings). [B]13. mundane magic[/B] Alchemy and technology sometime create "magical" effects; minor charms (cantrip-level magic items) are also available. [B]14. cosmopolitan cultural relations[/B] DEFINITELY NO! Empires compete over territories, resources and markets; lesser kingdoms compete over the same things, but in a smaller scale. War is common; suspicion of certain... 'outsiders' (and NOT in the MM meaning of the word) exists. [/QUOTE]
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