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<blockquote data-quote="jkantor" data-source="post: 120144" data-attributes="member: 3488"><p>I have gone through many stages in GMing since I started with the first printing of D&D in 1974 - but I've always customized things. To me, the main point of roleplaying - both as a GM and a Player - is creating/discovering something new each time. If you can just look it up on page xx of some book and know everything about it, where is the sense of wonder? (Of course, the books are extremely good starting points and I'm continually amazed by the amount of creativity out there.)</p><p></p><p>I'm just getting into D20 now and will run a campaign that is a cross between Sengoku and Oriental Adventures - with the players starting out in an historically-based mundane world, but slowly building up the levels of the supernatural. (I'm also going to try to make it somewhat epic in scope, with months to years elapsing between adventures.) In this kind of campaign, I'm open to anything, but it will all be customized extensively to fit the characters and the situation.</p><p></p><p>I'll also be doing a small Darwin's World campaign which will be pretty much standard along the lines of Mad Max (not very many mutations or high-tech) and some one-shot historical adventures, like those created by Avalanche Press. (And if the new Middle Earth Roleplaing Game is any good, I might do a D20 version of that.)</p><p></p><p>In short, to me, the most important thing is to have an overarching theme that ties everything together. D&D is too much of a hodge-podge for me now.</p></blockquote><p></p>
[QUOTE="jkantor, post: 120144, member: 3488"] I have gone through many stages in GMing since I started with the first printing of D&D in 1974 - but I've always customized things. To me, the main point of roleplaying - both as a GM and a Player - is creating/discovering something new each time. If you can just look it up on page xx of some book and know everything about it, where is the sense of wonder? (Of course, the books are extremely good starting points and I'm continually amazed by the amount of creativity out there.) I'm just getting into D20 now and will run a campaign that is a cross between Sengoku and Oriental Adventures - with the players starting out in an historically-based mundane world, but slowly building up the levels of the supernatural. (I'm also going to try to make it somewhat epic in scope, with months to years elapsing between adventures.) In this kind of campaign, I'm open to anything, but it will all be customized extensively to fit the characters and the situation. I'll also be doing a small Darwin's World campaign which will be pretty much standard along the lines of Mad Max (not very many mutations or high-tech) and some one-shot historical adventures, like those created by Avalanche Press. (And if the new Middle Earth Roleplaing Game is any good, I might do a D20 version of that.) In short, to me, the most important thing is to have an overarching theme that ties everything together. D&D is too much of a hodge-podge for me now. [/QUOTE]
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