Galethorn
First Post
Like many, I've done away with the traditional D&D conventions, moreso than fantasy in general, so, here are the ones I don't like, and have dealt with in my Grim Tales fantasy campaign;
Now, all that said, these are the conventions I like;
Ok, that's it. I've been typing this up for far too long...
<Galethorn begins casting Submit Reply defensively...>
- Magic as a crutch
IMC, relying on magic is a very bad idea, unless you're relying on it to not be a factor in a given situation.
- A subrace of elf for every day of the week
IMC, there's only two kinds of elves, and one of them is more an amalgamation of humans, fey, and elves; there's only one kind of dwarf, no 'exotic because they're weird' weapons, and the different human cultures just count as 'humans' in the rules. There's only three kinds of living, sentient (though not free-willed) 'evil humanoids' (goblins, orcs, and trolls), and they're all essentially from the same progenitor race. As for the 'free' races, there's only six; Human, Elf, Erynedhil (elf-human-fey race), Dwarf, Giant (about the size of 'classic' D&D half-giants; their mythology says they were originally dwarves), and Gnomes (previously known as elflings; they're like small, round wood-elves, basically). Humans make up about 95% of the world's population, with dwarves at about 2%, erynedhil at 1%, elves at 1%, gnomes at 1%, and giants being all but gone.
- The Magic Divide
A factor that's been stated before, I thought I should point out how I've changed the 'default' way of dealing with this;
Magic is its own plane of reality; a mirror to the living world. There's three ways to use magic; academic, instinctive, and innate.
Academic (int-based) magic is generally subtle, and covers abjuration, divination, enchantment, and illusion, as well as only going up to level 3 spells; new spells are generally learned from books/teachers, unless one is very skilled at research in their own right. The magic itself involves a lot of complex verbal components. Most academic casters are scholars and lore-masters, which would include the more scholarly priests, as well as nobles and merchants who want more in life than simple wealth and power. These are by far the most common spellcasters among humans, but they're only about as common and influential as the monks who performed basic science in medieval europe.
Instinctive (wis-based) magic is the 'spiritual' (i.e. subconcious) understanding of the nature of magic, and covers all existing types of spells; new spells are learned through intense introspection/meditation. 'Typical' instinctive casters would include shamans/wise-(wo?)men/'druids', elven spellcasters (in general), and your gandalf-like characters ('more than human' types with a knowledge or meddling fetish). This kind of magic is most common among elves and their fey cousins, but some humans (maybe four or five in the world) are capable of this kind of magic. However, it was much more common in the earlier ages of the world.
Innate (cha-based, for lack of a true 'inner strength' stat) magic is based on the individual 'slipping' partly into the world of magic. Innate magic covers all levels of spells, and all but the most complicated or 'cerebral' types, such as divinations, illusions, and so forth. Innate casters, through some strange twist of ancestry or fate, are closer to the world of magic than most, and simply have 'accidents' with magic at a certain age, and sometimes they learn how to 'bridge the gap between the worlds' on purpose. This kind of magic is amazingly rare, and is equally common among the various races, though that isn't saying a lot; probably 1-in-10,000 people actually have this gift, and only about one in every ten of them ever have their power manifest, and only one of every ten of them learn to use their powers.
- Ye Corner Magick Shoppe
Among humans, magic items simply aren't made. There are some special materials, which make for more effective arms and armor, and there is such a thing as alchemy, but neither is truly magical in nature. In the distant past (yeah, I know, Golden Age of Heroes Syndrome), a few magic items were made, but most of the owners of those surviving know them to be little more well-crafted.
- Fiendish Insectoid half-red-dragon/half-troll Ninjas
The strangest creature IMC is most likely the Ûnglar (singular 'Ûngla'), which (biologically) is a very, very large, very, very mean, very, very fast cross between a boar, a bull, a horse, and an elephant. They don't breathe fire, they're as dumb as horses, and they don't fly. Now, that's not saying orcs, trolls, and goblins aren't strange, but when it comes right down to it, they're just three sizes of 'humanoid minion' made in a very evil mold, whereas the Ûnglar are very different from anything that currently lives on the earth (however, it's pretty similar to some creatures that actually have lived in perhistoric times). I guess you could rank the few undead as being stranger, but that'd be a tossup.
- Did I mention endless variety? Well, I don't like the endless variety of monsters either.
I'll go ahead and list all the 'monsters' IMC that we don't/probably didn't ever have in some form on earth; Ûnglar, orcs (think of hobgoblins instead if 'orc' means 'green, tusked, pig-nosed brute' to you), trolls (think of the trolls in LOTR if 'gangly, fleshy-dreadlocked, regenerating green guy' is the first thing that comes to mind), goblins, larger versions of various creatures (such as 'giant' eagles which are just normal eagles advanced to medium-size), and four kinds of undead ('wronged spirits', animated corpses, and your basic 'spirit that outlived its body by sheer force of will/dark magic'). That's it. Aside from some very fierce predators which did actually exist, those are all the different kinds of monsters.
- Inane Exclaimations
By Clangeddin's twin axes! Great Gond's Goat! By Torm's Teeth!
I don't think I need to explain it any more than that. Now, good exclaimations; I like those.
Now, all that said, these are the conventions I like;
- Elves as a fading race of wise nature-dwellers, who like bows
I don't care if the archetype is tired and overused; I like it. What I don't like is when people try to keep the appeal by changing them in every way 'except for __'. If you're going to have skinny forest dwellers with pointy ears and long lives, nothing will irk me more than calling them 'Aelflarn' or the like. If you make a race of elves that's just like 'standard' elves in every way, except they live underwater, that's even worse. Now, I'm sure I could think of ways to make matters even worse than that (like making them live underground, be evil, and have a name that spawns disagreements over pronunciation to this day), but I'm supposed to be talking about things I like.
- Dwarves as craftsmen and warriors who live under mountains
Dwarves are cool too, and my dwarf-loving players would sooner LARP with real swords than accept the loss of their beloved shin-choppers.
- (a) Golden Age(s) Long Passed
If things are as good as they've ever been, then what is there to aspire to? Sure, you can have technological progress, but if society is the best it's ever been, it's kind of hard to have epic struggles other than "prevent Osdnaos from ending the golden age!".
- A 'Feudal Europe' Socioeconomic System
Now, I'm not saying I don't like other forms of society, but 'feudal europe' is the only one that completes the atmosphere I like so much. If the 'Kingdom of the Sun' was actually the 'People's Republic of the Sun', it just wouldn't be the same.
Ok, that's it. I've been typing this up for far too long...
<Galethorn begins casting Submit Reply defensively...>