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Things that Irk Me about DnD (Somewhat long, kinda ranty)
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<blockquote data-quote="Li Shenron" data-source="post: 1571643" data-attributes="member: 1465"><p>Basically I had at some point of my gaming experience all your doubts mentioned here. "Magical stereotyping" is the only one which is very easy to get rid of, just let your players choose where do their powers come and the explanation, but the other 4 points have a much deeper root into game mechanics.</p><p></p><p>I have always claimed the right as a DM to play in my own setting, and I would definitely change what I dislike (although I have mostly played D&D as it is, and didn't suffer much). What really has bugged me a few times is not the points above, but how much some lawful players pretend that those (or others) should never be changed, otherwise "it's not D&D anymore". So what? <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p>This accident has happened to me only with occasional gamers, I think that if you have been playing with the same friends for a long time, they would be curious to play something different over time, to have something new to discover how it works. Don't be afraid to propose them something new, even if it may be hard to accept at first! You can always change back if you don't like it...</p><p></p><p>As an example, this morning I woke up thinking about a variant rule from UA ("Recharge Magic"), something that at first sight I thought it would never made into our games. Later during the day I was planning something about the continuation of our campaign, which early or late should bring the PCs to the abyss for an adventure (see Zappo's signature <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=";)" /> ) which will be as deadly as ever, and I was concerned about their chances of survival. The Recharge Magic came back into my mind, and now I am evaluating the idea of having the variant come into play gradually during the campaign, perhaps as the players approach the central location. This can be a trial of the variant, which can potentially change D&D magic into something very different; were the players find that they don't like it, at the end of the adventure it will be left behind as a feature of that abyssal plane for example, which they may never visit again.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1571643, member: 1465"] Basically I had at some point of my gaming experience all your doubts mentioned here. "Magical stereotyping" is the only one which is very easy to get rid of, just let your players choose where do their powers come and the explanation, but the other 4 points have a much deeper root into game mechanics. I have always claimed the right as a DM to play in my own setting, and I would definitely change what I dislike (although I have mostly played D&D as it is, and didn't suffer much). What really has bugged me a few times is not the points above, but how much some lawful players pretend that those (or others) should never be changed, otherwise "it's not D&D anymore". So what? :] This accident has happened to me only with occasional gamers, I think that if you have been playing with the same friends for a long time, they would be curious to play something different over time, to have something new to discover how it works. Don't be afraid to propose them something new, even if it may be hard to accept at first! You can always change back if you don't like it... As an example, this morning I woke up thinking about a variant rule from UA ("Recharge Magic"), something that at first sight I thought it would never made into our games. Later during the day I was planning something about the continuation of our campaign, which early or late should bring the PCs to the abyss for an adventure (see Zappo's signature ;) ) which will be as deadly as ever, and I was concerned about their chances of survival. The Recharge Magic came back into my mind, and now I am evaluating the idea of having the variant come into play gradually during the campaign, perhaps as the players approach the central location. This can be a trial of the variant, which can potentially change D&D magic into something very different; were the players find that they don't like it, at the end of the adventure it will be left behind as a feature of that abyssal plane for example, which they may never visit again. [/QUOTE]
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