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Who are Howard and Leiber?
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<blockquote data-quote="S'mon" data-source="post: 2528692" data-attributes="member: 463"><p>"Very large and unrealistic assumptions"? - you mean the assumption that magic is not as common in the world at large as it is in the environment experienced by the PCs? I have no problem with that - low level scenarios are set in unusual borderland areas where civilisation meets savagery and you have to be tough to survive. High level scenarios are set amongst the world's movers & shakers, involving quests that will become the stuff of future legends.</p><p></p><p>I think a fundamental disconnect here is that I am the sort of GM who first decides the kind of campaign world I want, with little or no reference to the specific ruleset. In my case my campaign world derives from Leiber, Howard, a lot of Moorcock and some Tolkien, and very little from modern D&D. I don't see the rules as a world-building tool. As a wise sage said, "rules are for players" - the rules are there to help the players interact with the milieu, not to define that milieu. Hence I take the opposite approach from that advocated by Monte Cook in the 3.0 DMG. If I need to change the rules and the baseline D&D assumptions to get the milieu I want, I change those, not the setting. I've used different rules for the same setting depending on the ruleset I'm using (edit: for the kind of game I want to run - swords & sorcery PBEM, dungeon crawl, skirmish wargame etc), and an NPC in my setting will stay the same person whatever ruleset. If the D&D ruleset can't properly define a Heavenly Mountains Guardian (a sort of martial sorceress-monk) I'll do an approximation within the D&D ruleset, but only to the extent needed for that NPC to interact with D&D-statted PCs. Stuff doesn't need to be defined in the ruleset to exist in the campaign world, <em>it only needs to be defined to the extent necessary to interact with the PCs</em>.</p><p></p><p>Once this is accepted, logic problems re the particular ruleset largely disappear.</p></blockquote><p></p>
[QUOTE="S'mon, post: 2528692, member: 463"] "Very large and unrealistic assumptions"? - you mean the assumption that magic is not as common in the world at large as it is in the environment experienced by the PCs? I have no problem with that - low level scenarios are set in unusual borderland areas where civilisation meets savagery and you have to be tough to survive. High level scenarios are set amongst the world's movers & shakers, involving quests that will become the stuff of future legends. I think a fundamental disconnect here is that I am the sort of GM who first decides the kind of campaign world I want, with little or no reference to the specific ruleset. In my case my campaign world derives from Leiber, Howard, a lot of Moorcock and some Tolkien, and very little from modern D&D. I don't see the rules as a world-building tool. As a wise sage said, "rules are for players" - the rules are there to help the players interact with the milieu, not to define that milieu. Hence I take the opposite approach from that advocated by Monte Cook in the 3.0 DMG. If I need to change the rules and the baseline D&D assumptions to get the milieu I want, I change those, not the setting. I've used different rules for the same setting depending on the ruleset I'm using (edit: for the kind of game I want to run - swords & sorcery PBEM, dungeon crawl, skirmish wargame etc), and an NPC in my setting will stay the same person whatever ruleset. If the D&D ruleset can't properly define a Heavenly Mountains Guardian (a sort of martial sorceress-monk) I'll do an approximation within the D&D ruleset, but only to the extent needed for that NPC to interact with D&D-statted PCs. Stuff doesn't need to be defined in the ruleset to exist in the campaign world, [I]it only needs to be defined to the extent necessary to interact with the PCs[/I]. Once this is accepted, logic problems re the particular ruleset largely disappear. [/QUOTE]
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