What other games have influenced your D&D campaigns?

EVERY game I've ever played has theoretically influenced my D&D games, but specifically NON-D&D games that have had a positive influence are:

WEG's d6 Star Wars
World of Warcraft

The AD&D Ravenloft setting had a significant positive impact on how I went about the job of DMing.

More games than I care to think about have served largely as examples of what NOT to do.
 

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These, at least, if not more:

WFRP
Earthdawn
AD&D (1e and 2e)
D&D (post-OD&D, pre-AD&D.. that stuff)
Dragon Warriors
Ars Magica
Pendragon
GURPS (various)
Call of Cthulhu
Amber
Rolemaster (& MERP)

.. and many non-RP games.

(and that list is all past tense only - other games post-3e have influenced my 3e games too).
 



Ars Magica is my biggest influence (I'd love to run a Farseer (By Robin Hobb) game using Ars Magica) I even ran a Dark Ages Vampire game using Ars Magica as my fluff.

I tend to incorporate the sympathic magic aspect, the regios, the covenant structure, order of hermes, vis, and diabolical magi....

I'd love to do the spontanous magic aspect, but I think I'd have to chunk the regular D&D magic system for something else to make it work. Maybe use elements of magic or something...

I can think of a few other game systems, but really isn't that true of every game system? Noticing what works and what doesn't?
 

Drowbane said:
First thing that comes to mind would be the PC Game "the Elderscrolls III: Morrowind"... commonly refered to simply as Morrowind. I steal bits and pieces for my homebrew. Including the Khajiit and Dwemer races.


Absolutely. I've stolen pieces here and there for my homebrew as well. Mainly the Daedric ruins and such. I'm chomping at the bit to play Oblivion, but I need to go buy me an Xbox 360 first.
 



For D&D, not much. Mostly an attitude towards mechanics that is part and parcel of HERO. In HERO, for those that may not know, the Special Effect of a power is divorced from the mechanics - so when you buy your fireblast spell, you buy 10d6 damage with fire as an SFX- but a laser, an optic blast, or a focused dragon breath could all be bought the same way.

So if I see a mechanic I like, but dislike the flavor that goes with it, then I just rewrite the flavor. Two biggest examples- Binders - in the game I run they aren't binding to "vestages" as such, but to eitehr Saints or Demons (and I've gone and renamed all the vestiges to fit that tone). No change in mechanics, just flavor. Same with the Warlock.

Now in my Champions game, I have stuff in my game (characters, plot elements, world elements, whatnot) that I've stolen from virtually every superhero RPG that has ever come out.
 


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