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<blockquote data-quote="randomling" data-source="post: 1524842" data-attributes="member: 8432"><p>Those of you who've seen a thread or two of mine might know that I'm trying to put together a swashbuckling campaign. I have a great setting and a lot of really cool ideas - but none of the rulsets I own or have access to really capture the "18th century pirates" flavour and feel that I want. So, being a perfectionist, I've been messing extensively with the ruleset, and ended up wanting to start with D20 Modern base classes and build a new d20-based system from the ground up to get the flavour that I'm after.</p><p></p><p>This is starting to feel like a lot of work.</p><p></p><p>Well, of course it's a lot of work: I'm writing brand-new advanced classes, tinkering with the combat system, and p-retty much ripping out all established ideas of DnD magic and starting again. For an inexperienced and out-of-practise DM who wants to get stuck into running adventures, though, it might be too much.</p><p></p><p>I've had lots of suggestions for other systems in other threads, so I'm not necessarily looking for advice on what ruleset to use. My question is: where do you draw the line? When do you say that it's too much work to modify the rules for the flavour you want? And what do you do then - run the game with rules you've got, or try to think up a new idea for a game that's easier to run without modifications?</p><p></p><p>As usual, thanks in advance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="randomling, post: 1524842, member: 8432"] Those of you who've seen a thread or two of mine might know that I'm trying to put together a swashbuckling campaign. I have a great setting and a lot of really cool ideas - but none of the rulsets I own or have access to really capture the "18th century pirates" flavour and feel that I want. So, being a perfectionist, I've been messing extensively with the ruleset, and ended up wanting to start with D20 Modern base classes and build a new d20-based system from the ground up to get the flavour that I'm after. This is starting to feel like a lot of work. Well, of course it's a lot of work: I'm writing brand-new advanced classes, tinkering with the combat system, and p-retty much ripping out all established ideas of DnD magic and starting again. For an inexperienced and out-of-practise DM who wants to get stuck into running adventures, though, it might be too much. I've had lots of suggestions for other systems in other threads, so I'm not necessarily looking for advice on what ruleset to use. My question is: where do you draw the line? When do you say that it's too much work to modify the rules for the flavour you want? And what do you do then - run the game with rules you've got, or try to think up a new idea for a game that's easier to run without modifications? As usual, thanks in advance. :) [/QUOTE]
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