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Sacred Hamburger - What classic elements of D&D do you disregard?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8812850" data-attributes="member: 6704184"><p>The biggest examples for this question are:</p><p></p><p><strong>Neat Symmetrical World-Building - </strong>Stuff like the Great Wheel, the over-categorization of the gods (and everything in the game), the existince of neutral evil fiends because obviously if you have Chaotic and Lawful Evil Fiends you need to also have Neutral Evil ones! I hate all of it. I make no attempt to satisfy the urge folks have to say “the existence of X implies the existence of Y” in any part of the game. One of my worlds has a heaven and no hell, I don’t distinguish between types of fiends (devil and demon are interchangeable terms), etc</p><p></p><p></p><p><strong>Dungeons and Delves (site based adventures) - </strong>a lot of people ditch this cow, in favor of more narrative driven structure, or sandboxes, or some other structure. </p><p></p><p></p><p><strong>Semi-Medieval Eurocentric Patriarchal baseline - </strong>My games are very queer, and not Anglo-centered, and not set in Europe analogues, and not even really medieval. There </p><p></p><p><strong>The Past Was Better trope - </strong>Nope! So much of D&D has this assumption baked in, and I am not a fan. Basically, Rome has fallen and we don’t know how they did plumbing or civics or whatever. Most magic items are ancient? Nah. Some are, but the masters now are just as good and often better than the masters a the past. Magic and tech have gotten more advanced over generations.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8812850, member: 6704184"] The biggest examples for this question are: [B]Neat Symmetrical World-Building - [/B]Stuff like the Great Wheel, the over-categorization of the gods (and everything in the game), the existince of neutral evil fiends because obviously if you have Chaotic and Lawful Evil Fiends you need to also have Neutral Evil ones! I hate all of it. I make no attempt to satisfy the urge folks have to say “the existence of X implies the existence of Y” in any part of the game. One of my worlds has a heaven and no hell, I don’t distinguish between types of fiends (devil and demon are interchangeable terms), etc [B]Dungeons and Delves (site based adventures) - [/B]a lot of people ditch this cow, in favor of more narrative driven structure, or sandboxes, or some other structure. [B]Semi-Medieval Eurocentric Patriarchal baseline - [/B]My games are very queer, and not Anglo-centered, and not set in Europe analogues, and not even really medieval. There [B]The Past Was Better trope - [/B]Nope! So much of D&D has this assumption baked in, and I am not a fan. Basically, Rome has fallen and we don’t know how they did plumbing or civics or whatever. Most magic items are ancient? Nah. Some are, but the masters now are just as good and often better than the masters a the past. Magic and tech have gotten more advanced over generations. [/QUOTE]
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