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Reinventing the Wheel: changing common D&D tropes
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<blockquote data-quote="Ibram" data-source="post: 1873347" data-attributes="member: 17640"><p><strong>1. adventurers as a separate class of people</strong></p><p></p><p>No, PC's have been mercs, bodyguards, bounty hunters, treasure hunters, brigands, and even assasins but never have they been part of an "adventuring class"</p><p></p><p><strong>2. PCs as exceptional characters</strong></p><p></p><p>They are, but this is a result of their experience and luck not because of some ordaned fate. And though exceptionaly they are NOT unique.</p><p></p><p><strong>3. clear distinction between PCs and monsters</strong></p><p></p><p>"Monsters" IMC are well and truely monsterous, daemons from beyond an ancient horrors from benath. My games focus more on NPC interactions then full fledged monsters.</p><p></p><p><strong>4. arcane/divine magic divide</strong></p><p></p><p>Sorcery is Sorcery, how ever you dress it up.</p><p></p><p><strong>5. PCs organized into a cooperative party structure</strong></p><p></p><p>This is something that I expect to get from my players (that is its something that should occur without the need for my help). It just makes the game run much smoother. Thats not to say that the party is organized like a military unit (one PC on top and the others as followers) or that there is no inter-party conflict, just that I expect the players work together most of the time.</p><p></p><p><strong>6. medieval European setting (well, a more hygenic version, anyway)</strong></p><p></p><p>Depends on the setting, but I use actual Medieval Europe type settings not wierd ones where they have pikes and full plate but somehow missed guns.</p><p>I've also used Orental and Middle Eastern settigns.</p><p></p><p><strong>7. race = culture</strong></p><p></p><p>Yes and no. Within the confines of a particular contenent one "race" has a culture, but once you start traveling far there are differences. as an example: Dwarves in the "Europe" part of my campaign world are very traditional Dwarves, in the "Orental" part of the world they are degerate savages who like eating people.</p><p></p><p><strong>8. epic or heroic plot scale</strong></p><p></p><p>not by default. the scope of the plot varries depending on the campaing. Some campaigns are rather limited in scope, others have wide reaching repercussions.</p><p></p><p><strong>9. cash economy based on gp</strong></p><p></p><p>Well the SP is a bit more common then the GP but precious metals are nearly universal in their use. Now there can be problems if your coin is to foreign, but the metal is still good.</p><p></p><p><strong>10. universal languages</strong></p><p></p><p>Defenatly not. for each major area of my campaing world there is one language that is widely spoke (by nobles, merchants, and mercenaries) but there is no "Common" that everyone speaks.</p><p></p><p><strong>11. alignment = personality</strong></p><p></p><p>Nope, its a guideline for the player not a stat.</p><p></p><p><strong>12. universal pantheon</strong></p><p></p><p>Not at all. some of the more "Civilized" culturesorganize their gods in to a pantheon, but the pantheons are never the same. </p><p></p><p><strong>14. cosmopolitan cultural relations</strong></p><p></p><p>Though a large trade center may have a cosmopolitan outlook this would be far from the norm. Xenophobia is quite common, and outright Raceism is not unheard of. Some races, like the Orcs and Dwarves, are separated by oceans of blood and centuries of violent wars.</p></blockquote><p></p>
[QUOTE="Ibram, post: 1873347, member: 17640"] [B]1. adventurers as a separate class of people[/B] No, PC's have been mercs, bodyguards, bounty hunters, treasure hunters, brigands, and even assasins but never have they been part of an "adventuring class" [B]2. PCs as exceptional characters[/B] They are, but this is a result of their experience and luck not because of some ordaned fate. And though exceptionaly they are NOT unique. [B]3. clear distinction between PCs and monsters[/B] "Monsters" IMC are well and truely monsterous, daemons from beyond an ancient horrors from benath. My games focus more on NPC interactions then full fledged monsters. [B]4. arcane/divine magic divide[/B] Sorcery is Sorcery, how ever you dress it up. [B]5. PCs organized into a cooperative party structure[/B] This is something that I expect to get from my players (that is its something that should occur without the need for my help). It just makes the game run much smoother. Thats not to say that the party is organized like a military unit (one PC on top and the others as followers) or that there is no inter-party conflict, just that I expect the players work together most of the time. [B]6. medieval European setting (well, a more hygenic version, anyway)[/B] Depends on the setting, but I use actual Medieval Europe type settings not wierd ones where they have pikes and full plate but somehow missed guns. I've also used Orental and Middle Eastern settigns. [B]7. race = culture[/B] Yes and no. Within the confines of a particular contenent one "race" has a culture, but once you start traveling far there are differences. as an example: Dwarves in the "Europe" part of my campaign world are very traditional Dwarves, in the "Orental" part of the world they are degerate savages who like eating people. [B]8. epic or heroic plot scale[/B] not by default. the scope of the plot varries depending on the campaing. Some campaigns are rather limited in scope, others have wide reaching repercussions. [B]9. cash economy based on gp[/B] Well the SP is a bit more common then the GP but precious metals are nearly universal in their use. Now there can be problems if your coin is to foreign, but the metal is still good. [B]10. universal languages[/B] Defenatly not. for each major area of my campaing world there is one language that is widely spoke (by nobles, merchants, and mercenaries) but there is no "Common" that everyone speaks. [B]11. alignment = personality[/B] Nope, its a guideline for the player not a stat. [B]12. universal pantheon[/B] Not at all. some of the more "Civilized" culturesorganize their gods in to a pantheon, but the pantheons are never the same. [B]14. cosmopolitan cultural relations[/B] Though a large trade center may have a cosmopolitan outlook this would be far from the norm. Xenophobia is quite common, and outright Raceism is not unheard of. Some races, like the Orcs and Dwarves, are separated by oceans of blood and centuries of violent wars. [/QUOTE]
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