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What traditional fantasy conventions are you tired of?
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<blockquote data-quote="Hjorimir" data-source="post: 1771987" data-attributes="member: 5745"><p>I was going to write this big post on how I’ve made all of these wonderful changes* for my equally wonderful campaign (see storyhour in my signature that will be updated soon…I hope), but this thread got me thinking on a different level.</p><p></p><p>How do you separate the campaign from the game? What makes it D&D? Is keeping it D&D important? My feeling is no, it isn’t important to preserve the feel of D&D (though I love the game). I’ve made a commitment to myself as I further design and polish my campaign that D&D (and d20 in general) only serves as a medium to resolve conflicts and form a basis of rules, but to not become limited in scope or application by what is (and is not) presented within the books.</p><p></p><p>A good friend of mine once said, “A D&D campaign is defined as much by what it excludes as much as it is by what it includes.” I don’t think I could have said it any better than that.</p><p></p><p>As DMs make changes in their games – be it by inclusion or exclusion or creation – the campaign setting starts to take on a life of its own. I will be watching this thread very closely and try to determine what the changes you all are making has on the feel of the game overall and if it translates well enough to bolster a campaign’s verisimilitude.</p><p></p><p>Great post, Joshua.</p><p></p><p></p><p></p><p>*Changed: Alignment, Classes (Bard, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard), Cleric Spellcasting, Cosmology, Critical Wounds, Death, Elves, Experience Awards, Fire (yes, fire), Languages, Magic Item Creation, Magic Items, Monsters (too many to list), Player Race Availability, Religion, Skills (Knowledge and Social), Spells, Turning Undead, and Undead Abilities.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1771987, member: 5745"] I was going to write this big post on how I’ve made all of these wonderful changes* for my equally wonderful campaign (see storyhour in my signature that will be updated soon…I hope), but this thread got me thinking on a different level. How do you separate the campaign from the game? What makes it D&D? Is keeping it D&D important? My feeling is no, it isn’t important to preserve the feel of D&D (though I love the game). I’ve made a commitment to myself as I further design and polish my campaign that D&D (and d20 in general) only serves as a medium to resolve conflicts and form a basis of rules, but to not become limited in scope or application by what is (and is not) presented within the books. A good friend of mine once said, “A D&D campaign is defined as much by what it excludes as much as it is by what it includes.” I don’t think I could have said it any better than that. As DMs make changes in their games – be it by inclusion or exclusion or creation – the campaign setting starts to take on a life of its own. I will be watching this thread very closely and try to determine what the changes you all are making has on the feel of the game overall and if it translates well enough to bolster a campaign’s verisimilitude. Great post, Joshua. *Changed: Alignment, Classes (Bard, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard), Cleric Spellcasting, Cosmology, Critical Wounds, Death, Elves, Experience Awards, Fire (yes, fire), Languages, Magic Item Creation, Magic Items, Monsters (too many to list), Player Race Availability, Religion, Skills (Knowledge and Social), Spells, Turning Undead, and Undead Abilities. [/QUOTE]
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