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lowkey13
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Yeah, I have to admit I missed that on first glance!
@Nagol are you referring to the "finding loot" aspect of D&D? It's an interesting way of looking at it.
That's what you mean by a range of genres? Same game, same classes, different weapons & armors (Ok, and social structures)?A note about genres because I think this is one of the strongest parts do D&D.
I can run a game in genres from stone age to Renaissance with little change. Stone age I have to limit weapons and armor a bit along with higher level magic and I'm done. Renaissance, include optional firearms.
Steampunk's surprisingly easy if you're up for re-writing spells as technology (Myrlund famously did that back in the day, no?), easier the more amenable to re-skinning the system gets. You can go sci-fi be crossing over with gamma world with little issue.I haven't done anything more modern yet, but I could easily see near modern or steam punk (refluff some spells and be done). Or pick up the Eberron rules.
Yeah, I have to admit I missed that on first glance!
@Nagol are you referring to the "finding loot" aspect of D&D? It's an interesting way of looking at it.
May be referring to the earlier takes on settings, and on the nature of items? I'm not sure when - it already seemed to be happening a lot when I started - we got this idea that today's magic-users need to be able to make any magic item, when, in genre, the distant past was often a pinnacle of magical power or a golden age. The genre's full of stuff like that: Tolkien's Ring and named glowing swords and Palantirs are essentially artifacts of the ancients. Artifacts/Relics were always part of the game. Greyhawk had empires destroyed by war or disaster in the past. Heck, even PoL fits that kind of theme, right up to (to my personal annoyance) the domains of the gods.Yeah, I have to admit I missed that on first glance!
@Nagol are you referring to the "finding loot" aspect of D&D? It's an interesting way of looking at it.
I completely agree, although I was also thinking it in reference to three things:
1. Magic Shoppes. I know, I know, I just never liked them!
2. Artifacts; I still remember the first time reading the DMG (1e) section on artifacts, and how it sent a chill up my spine. Much as you note, the idea of these powerful things that we cannot match today.
3. D&D/Gamma World; they go together like chocolate and peanut butter! Seriously, though, a lot of D&D can be thought of as post-apocalyptic in a way. shrug Lost glories and all that.
EDIT- this is something worthy of its own thread, don't you think. Elfcrusher? Nagol?
2. Artifacts; I still remember the first time reading the DMG (1e) section on artifacts, and how it sent a chill up my spine. Much as you note, the idea of these powerful things that we cannot match today.
May be referring to the earlier takes on settings, and on the nature of items? I'm not sure when - it already seemed to be happening a lot when I started - we got this idea that today's magic-users need to be able to make any magic item, when, in genre, the distant past was often a pinnacle of magical power or a golden age. The genre's full of stuff like that: Tolkien's Ring and named glowing swords and Palantirs are essentially artifacts of the ancients. Artifacts/Relics were always part of the game. Greyhawk had empires destroyed by war or disaster in the past. Heck, even PoL fits that kind of theme, right up to (to my personal annoyance) the domains of the gods.
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- It makes PC advancement more unique -- sure there are 3 8th level fighters, but only I have the Hammer of Thunderbolts!