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Why DON'T people like guns in D&D?
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<blockquote data-quote="Rechan" data-source="post: 5087449" data-attributes="member: 54846"><p>Again, you're cutting out monsters. Pretty much anything above 5th level has the capacity to get over that wall, since by then you're looking at flying monsters or things with spells. </p><p></p><p>If a DM can dial back or change magic so it has no impact on his game world's progression, then he can dial back guns' impact or change guns so it has no impact on his game world's progression.</p><p></p><p>I mean, in the Real World, Medieval lead to Renaissance. Yet since D&D is in Medieval period, it... continues to stay in the medieval period. Removing guns, you would <em>still</em> have the progression to the Renaissance, but yet that doesn't stop folks from continuing the play in the medieval period. So dropping guns in the medieval period wouldn't cause a chain reaction that would result in wars fought with musketeers, the DM wouldn't ever have to run the game where this is occurring. </p><p></p><p>It is up to the DM to set the precedence with whatever he wants. The campaign world IS what the DM makes it, not once he introduces something that will get out of control in the world itself. Because otherwise, guns are apparently the only thing that unfreezes the time clock and makes the game world advance.</p><p></p><p>Or Eberron, or Greyhawk...</p><p></p><p>If typical D&D modules are any indication, there's a wizard in a tower over every hill.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5087449, member: 54846"] Again, you're cutting out monsters. Pretty much anything above 5th level has the capacity to get over that wall, since by then you're looking at flying monsters or things with spells. If a DM can dial back or change magic so it has no impact on his game world's progression, then he can dial back guns' impact or change guns so it has no impact on his game world's progression. I mean, in the Real World, Medieval lead to Renaissance. Yet since D&D is in Medieval period, it... continues to stay in the medieval period. Removing guns, you would [I]still[/I] have the progression to the Renaissance, but yet that doesn't stop folks from continuing the play in the medieval period. So dropping guns in the medieval period wouldn't cause a chain reaction that would result in wars fought with musketeers, the DM wouldn't ever have to run the game where this is occurring. It is up to the DM to set the precedence with whatever he wants. The campaign world IS what the DM makes it, not once he introduces something that will get out of control in the world itself. Because otherwise, guns are apparently the only thing that unfreezes the time clock and makes the game world advance. Or Eberron, or Greyhawk... If typical D&D modules are any indication, there's a wizard in a tower over every hill. [/QUOTE]
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Why DON'T people like guns in D&D?
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