jasin
Explorer
That was pretty interesting!Mythmere1 said:Essay Time!
This is really interesting. I started gaming with 2E, and my experience is pretty much the opposite.Between 1e and 3e, however, there was a decade of a different theory of the game. It started in the late 1e period, but blossomed with 2e (and was rife in the 2e rulebooks). This theory will sound alien to most 3e players, but the idea was that the character was NOT SUPPOSED TO DIE UNLESS ABSOLUTELY NECESSARY. Indeed, in Dragonlance modules, the "plot" could be derailed by the death of characters who played a role in the story. The focus was on roleplaying far over and above the live-or-die focus of 1e and 3e. Worlds needed to be rich in detail, for exploring these fascinating places tended to replace the brutal us-against-them attitude of 1e/3e, whose players expect combat at any moment. DMs who started gaming in the 2e period often have traces of this conventional sidom embedded in their methods; the idea was promulgated in Dragon, in the rulebooks, and everywhere. This generation of DMs was taught heavy-duty roleplaying and player-backstory rather than "carve out your destiny from nothing in a world that operates without your help or interaction."
In 2E, we died left and right, felt a sense of accomplishment if we got to 5th level, and just made another character if we didn't.
In 3E... well, we still die left and right, but we get raised if we can afford it, we works something out with the DM if we can't, and we get much more invested in a given character.
A semi-related idea I had, for keeping the 3E CR/level/equipment balances more or less intact, while creating that Conan atmosphere where you whore and drink for a week, then almost starve the next: you could just say that while there's magic items, there simply isn't a market for them. If you're an adventurer, you can hope to find a +1 flaming burst sword, but there's no-one to sell it to, unless you're willing to have it hideously undervalued. So even people with +1 flaming burst swords might occasionally find themselves chopping wood for food and lodging, since you cannot eat magic swords. Allow "dismantling" existing magic items for components, and occasionally give magic item components as treasure ("... so you killed the red dragon. You can use his tongue to make 20,000 gp worth of magic items connected to fire." That way you could keep equipment mostly the same, while divorcing it from actual monetary wealth. And you might even get most of the fun of a shopping trip: discussing how to spend the 20,000 virtual gp in dragon tongue should look very similar to discussing what to do with actual 20,000 gp in gold coins.5) Suck up their cash (they'll have extra since they can't buy magic items) with training costs, cost of riotous living, etc. 1e created a system in which you lived really high for a while, then faced abject poverty until you went out again. It felt adventurous - you've sort of got to see that in operation, I admit.
This also implies: allow spells to be used creatively. They don't just do the exact things spelled out in the PHB, they can do anything it would make sense that the effect described can do. Use web to pinpoint invisible creatures (you see where the strands stick), use shocking grasp at range through water, use 3.0-style command (Clr 1) where you can issue any one word command rather than the 3.5 pick-one-from-list version.7) Don't allow wizards to buy spells except for outrageous cash (suck up the cash). Wizards should have fairly limited repertoires and be forced to use them creatively rather than always having the exactly right spell for the occasion available.
Forgotten Realms is pretty much the poster child for planet-spanning evil and (to a lesser extend) planet-spanning do-gooders, isn't it?14) Keep everything local. Avoid planet-spanning evil and planet-spanning organizations of do-gooders. Avoid making magic into a substitute for technology. Great wizards might occasionally communicate through crystal balls and such, but it has no effect on the world. They don't hire themselves out to barons for use as a telephone. Since they're not part of a worldwide force for good, they don't even pick up the wiz-o-phone for their own purposes. Eberron is thus sort of the opposite of old school, and Forgotten Realms is pretty close. If you use the Realms, take out the Harpers.
I agree Eberron isn't old school what with its industrial magic schtick, but IMO Forgotten Realms is exactly the kind of world you seemed to associate with non-old-school feel: richly detailed, story-heavy, a world where villains out for world domination are more common than 2d4 gibbering mouthers wandering through the woods.
Way cool.Use place names from Arabia, Turkey, and Greece, mixed with a few totally inapposite European names like "Hrothgar" or "Lord Melchik."

... with blackjack and hookers! In fact, forget the blackjack!Oh - forget about a G rating. There are prostitutes and slaves,
