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What traditional fantasy conventions are you tired of?
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<blockquote data-quote="Celtavian" data-source="post: 1769678" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>Some D&D conventions I'm tired of, not necessarily fantasy:</p><p></p><p>1. "We all speak the same language": I've made languages a little harder to learn, especially elvish and draconic. I've implemented a language requirement for Spellcraft. You now must speak a similar language to understand what the other person is casting. There is still a common trade language, but people don't learn magic in the trade langage. Languages grant bonuses and give penalties to Diplomacy and social interaction checks depending on your fluency. </p><p></p><p>2. "Rote Casting": I've switched to spontaneous casting. I like it alot better. I feel it fits better my idea of how a person would learn magic. Magic would be at their fingertips waiting to be unleashed when necessary. I've implemented no limits on how often you can cast except your own health. You can cast yourself into an early grave if you like. It is your option.</p><p></p><p>3. "Demihumans everywhere": I've tightened up the number of races and subraces and made sure they have a cleaner creation mythology. I never liked all the different subraces. The world is biologically diverse, but the subraces add a level of biological diversity that seems absurd. Especially considering humans don't seem to exhibit the same level of biological diversity save in appearance.</p><p></p><p>6. "Can't we all just get along": I like to push the idea of prejudice. Sentient beings are prejudice. It should be played up. I don't mind the cosmopolitan atmosphere of most cities. Rome was very cosmopolitan and was one of the most successful empires in history. Most successful empires are cosmopolitan, willing and able to absord other cultures. I don't mind that. All the cultures shouldn't get along perfectly. Strife should exist and be played up.</p><p></p><p>7. "Common Technology": I don't like the lack of differing technology. There seems to be available in most worlds everything in the PHB. I think each area should have different focus on armor and weapons. I like to try to encourage my players to think about what style of armor and weapons would be preferred in their particular are of the world.</p><p></p><p>These are mostly D&Dism's. Fantasy books I've read often employ very different conventions from each other. I rarely read a fantasy book that seems like another fantasy book. I don't think fantasy conventions permeate literature too much save for maybe the classic idea of "good vs. evil", which permeates almost all fiction.</p><p></p><p>I also play alot of <em>Forgotten Realms</em>. I tend to do with it what I can to make it unique and enjoyable. I also believe that almost any fantasy world is created with nearly limitless options out of the box to sell product. The DM must take his fantasy world and give it uniqueness. Which you can do with any product, even a conventional fantasy world like the <em>Forgotten Realms</em>.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1769678, member: 5834"] [b]re[/b] Some D&D conventions I'm tired of, not necessarily fantasy: 1. "We all speak the same language": I've made languages a little harder to learn, especially elvish and draconic. I've implemented a language requirement for Spellcraft. You now must speak a similar language to understand what the other person is casting. There is still a common trade language, but people don't learn magic in the trade langage. Languages grant bonuses and give penalties to Diplomacy and social interaction checks depending on your fluency. 2. "Rote Casting": I've switched to spontaneous casting. I like it alot better. I feel it fits better my idea of how a person would learn magic. Magic would be at their fingertips waiting to be unleashed when necessary. I've implemented no limits on how often you can cast except your own health. You can cast yourself into an early grave if you like. It is your option. 3. "Demihumans everywhere": I've tightened up the number of races and subraces and made sure they have a cleaner creation mythology. I never liked all the different subraces. The world is biologically diverse, but the subraces add a level of biological diversity that seems absurd. Especially considering humans don't seem to exhibit the same level of biological diversity save in appearance. 6. "Can't we all just get along": I like to push the idea of prejudice. Sentient beings are prejudice. It should be played up. I don't mind the cosmopolitan atmosphere of most cities. Rome was very cosmopolitan and was one of the most successful empires in history. Most successful empires are cosmopolitan, willing and able to absord other cultures. I don't mind that. All the cultures shouldn't get along perfectly. Strife should exist and be played up. 7. "Common Technology": I don't like the lack of differing technology. There seems to be available in most worlds everything in the PHB. I think each area should have different focus on armor and weapons. I like to try to encourage my players to think about what style of armor and weapons would be preferred in their particular are of the world. These are mostly D&Dism's. Fantasy books I've read often employ very different conventions from each other. I rarely read a fantasy book that seems like another fantasy book. I don't think fantasy conventions permeate literature too much save for maybe the classic idea of "good vs. evil", which permeates almost all fiction. I also play alot of [i]Forgotten Realms[/i]. I tend to do with it what I can to make it unique and enjoyable. I also believe that almost any fantasy world is created with nearly limitless options out of the box to sell product. The DM must take his fantasy world and give it uniqueness. Which you can do with any product, even a conventional fantasy world like the [i]Forgotten Realms[/i]. [/QUOTE]
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