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The Black Company (aka Rawr, the Lady)
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<blockquote data-quote="Bendris Noulg" data-source="post: 357861" data-attributes="member: 6398"><p><strong>Re: Re: Re: Re: Re: The Black Company Campaign</strong></p><p></p><p>I'd have to say that you and your players <em>perceive</em> a false limitation, likely based on a desire to play D&D as opposed to playing The Black Company.</p><p></p><p>Thus there's no reason for you to have defended your setting. The best I can tell, you've felt a need to run it up a flag because after a link to it was posted early in this discussion, it was dismissed by most of the participants. Why? Well, I can't speak for everyone else, but I saw no reason to dwell over the rules of a setting that, by your own admission, didn't even <em>try</em> to be true to the material or represent the world outside of description and NPC Alignments. You indicate limitations as being your reason, yet I can tell you that these limitations are only restrictive due to a false dependancy on what wouldn't be included, namely high magic levels, clerical healing and super-heroics.</p><p></p><p>No harm in that...</p><p></p><p>Funny, though. You mention it to be a Black Company pre-cursor. Were you, by chance, merely stating your own desire for it to be so?</p><p></p><p>From all I can tell, it's the only part that's completely opposite. Again, I point at high-magic, divine healing and super-heroics. I'll now add Dwarves to the list.</p><p></p><p>The question is, though: How much magic do the PCs have? Do they have vorpal weapons or dragon scale armor? Do they wield spells in the standard D&D fashion?</p><p></p><p>Describing something as grim and dark and actually developing a rules-set that makes it grim and dark are two different things.</p><p></p><p>Of which, with high magic, divine healing and super-heroics, is 100x's easier than a Black Company Campaign would be.</p><p></p><p>Alas, something I can agree with. However, in a world of high-magic, divine healing, and super-heroics, one has to wonder why the situation never changes. Unless, of course, you've completely overpowered the villains with even higher magic, better divine healing and super-duper heroics.</p><p></p><p>Sounds more like a choice of your own. I've had no problems incorporating such intrigue in my setting at all party levels.</p><p></p><p>Can't tell from your web site. If anything, the section on Vorpal Weapons and Dragon Hide Armor tell a different story.</p><p></p><p>Correct. D&D, not The Black Company. The Black Company is <em>about</em> politics, intrigue, warfare and survival, with the "brotherhood" of The Company paramount.</p><p></p><p>It's only essential due to a false perception. I've done fine for years without it.</p><p></p><p>Only because you seem to have put a level requirement on intrigue and politics.</p><p></p><p>Yuck.</p><p></p><p>No, you're hypocritical "play like me or you're not playing D&D" is a false limitation, one I don't live with.</p><p></p><p>And rather than play by-the-book D&D in a setting designed to support by-the-book D&D, you've used TBC as little more than a back drop. Which is fine. If there's an issue, it's that you've decided to defend your by-the-book-D&D take on TBC in a thread discussing <em>alternate</em> methods of portraying the setting for no reason other than the participants not paying much heed to your website.</p><p></p><p>Nice little twist of words there, but let me remind you: You indicated that a <em>strict</em> adherence to the source material would mean that the PCs would have little effect on the world. That, like every other <em>fact</em> you've attempted to present as "must be's", has been proven false. Thus, it isn't the environment of the setting that would limit PCs (and their Players) from doing such things, but rather the DM's presentation of opportunity.</p><p></p><p>After all, if characters of lesser power (compared to Core standards) couldn't have an effect on world matters in a Black Company campaign, it would be because the DM has made it impossible for them to do so. The books, however, tell a different story, as such characters are usually the main focus and several times manage to change <em>everything</em>.</p><p></p><p>If standard D&D-type characters (high magic, divine healing, super heroics) are truly needed in a setting where such characters were never part of the equation, I would blame the DM for not being able to properly portray the setting.</p><p></p><p>Some, yes. Thing is, you've done <em>a lot</em> more than some.</p><p></p><p>And to you.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 357861, member: 6398"] [b]Re: Re: Re: Re: Re: The Black Company Campaign[/b] I'd have to say that you and your players [i]perceive[/i] a false limitation, likely based on a desire to play D&D as opposed to playing The Black Company. Thus there's no reason for you to have defended your setting. The best I can tell, you've felt a need to run it up a flag because after a link to it was posted early in this discussion, it was dismissed by most of the participants. Why? Well, I can't speak for everyone else, but I saw no reason to dwell over the rules of a setting that, by your own admission, didn't even [i]try[/i] to be true to the material or represent the world outside of description and NPC Alignments. You indicate limitations as being your reason, yet I can tell you that these limitations are only restrictive due to a false dependancy on what wouldn't be included, namely high magic levels, clerical healing and super-heroics. No harm in that... Funny, though. You mention it to be a Black Company pre-cursor. Were you, by chance, merely stating your own desire for it to be so? From all I can tell, it's the only part that's completely opposite. Again, I point at high-magic, divine healing and super-heroics. I'll now add Dwarves to the list. The question is, though: How much magic do the PCs have? Do they have vorpal weapons or dragon scale armor? Do they wield spells in the standard D&D fashion? Describing something as grim and dark and actually developing a rules-set that makes it grim and dark are two different things. Of which, with high magic, divine healing and super-heroics, is 100x's easier than a Black Company Campaign would be. Alas, something I can agree with. However, in a world of high-magic, divine healing, and super-heroics, one has to wonder why the situation never changes. Unless, of course, you've completely overpowered the villains with even higher magic, better divine healing and super-duper heroics. Sounds more like a choice of your own. I've had no problems incorporating such intrigue in my setting at all party levels. Can't tell from your web site. If anything, the section on Vorpal Weapons and Dragon Hide Armor tell a different story. Correct. D&D, not The Black Company. The Black Company is [i]about[/i] politics, intrigue, warfare and survival, with the "brotherhood" of The Company paramount. It's only essential due to a false perception. I've done fine for years without it. Only because you seem to have put a level requirement on intrigue and politics. Yuck. No, you're hypocritical "play like me or you're not playing D&D" is a false limitation, one I don't live with. And rather than play by-the-book D&D in a setting designed to support by-the-book D&D, you've used TBC as little more than a back drop. Which is fine. If there's an issue, it's that you've decided to defend your by-the-book-D&D take on TBC in a thread discussing [i]alternate[/i] methods of portraying the setting for no reason other than the participants not paying much heed to your website. Nice little twist of words there, but let me remind you: You indicated that a [i]strict[/i] adherence to the source material would mean that the PCs would have little effect on the world. That, like every other [i]fact[/i] you've attempted to present as "must be's", has been proven false. Thus, it isn't the environment of the setting that would limit PCs (and their Players) from doing such things, but rather the DM's presentation of opportunity. After all, if characters of lesser power (compared to Core standards) couldn't have an effect on world matters in a Black Company campaign, it would be because the DM has made it impossible for them to do so. The books, however, tell a different story, as such characters are usually the main focus and several times manage to change [i]everything[/i]. If standard D&D-type characters (high magic, divine healing, super heroics) are truly needed in a setting where such characters were never part of the equation, I would blame the DM for not being able to properly portray the setting. Some, yes. Thing is, you've done [i]a lot[/i] more than some. And to you. [/QUOTE]
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