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Post by hengest on Mar 31, 2024 16:38:12 GMT -5
I've said on here before that the DMG of 1E AD&D has a unique that (as far as reading gaming materials goes) puts me in a mindset that I definitely like.
It's not that I love the implied setting so much or want my setting to be just like that. It's...something about the tone of the whole thing. Not my perfect gaming world, but I do quite like it.
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Post by The Semi-Retired Gamer on Apr 1, 2024 2:12:50 GMT -5
I've said on here before that the DMG of 1E AD&D has a unique that (as far as reading gaming materials goes) puts me in a mindset that I definitely like. It's not that I love the implied setting so much or want my setting to be just like that. It's...something about the tone of the whole thing. Not my perfect gaming world, but I do quite like it. Agreed! I still pull the old DMG down from time to time just to flip through and read random bits of it.
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Post by The Perilous Dreamer on Apr 1, 2024 16:48:03 GMT -5
I've said on here before that the DMG of 1E AD&D has a unique that (as far as reading gaming materials goes) puts me in a mindset that I definitely like. It's not that I love the implied setting so much or want my setting to be just like that. It's...something about the tone of the whole thing. Not my perfect gaming world, but I do quite like it. Agreed! I still pull the old DMG down from time to time just to flip through and read random bits of it. Yeah, the DMG is a good read, it is very useful, even for playing OD&D.
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Post by hengest on Apr 1, 2024 17:01:43 GMT -5
Man, I should do that. I wonder if I even have the hardback anywhere anymore.
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Post by The Semi-Retired Gamer on Apr 1, 2024 17:02:52 GMT -5
Man, I should do that. I wonder if I even have the hardback anywhere anymore. I'm tempted to pull it off the shelf right now!
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Post by hengest on Apr 1, 2024 20:34:31 GMT -5
On occasion one player or another will evidence a strong desire to operate as a monster, conceiving a playable character as a strong demon, a devil, a dragon, or one of the most powerful sort of undead creatures. This is done principally because the player sees the desired monster character as superior to his or her peers and likely to provide a dominant role for him or her in the campaign. A moment of reflection will bring them to the unalterable conclusion that the game is heavily weighted towards mankind. ADVANCED D&D is unquestionably "humanocentric", with demi-humans, semi-humans, and humanoids in various orbits around the sun of humanity. Men are the worst monsters, particularly high level characters such as clerics, fighters, and magic-users - whether singly, in small groups, or in large companies. The ultra-powerful beings of other planes are more fearsome - the 3 D s of demi-gods, demons, and devils are enough to strike fear into most characters, let alone when the very gods themselves are brought into consideration. Yet, there is a point where the well-equipped, high-level party of adventurers can challenge a demon prince, an arch-devil, or a demi-god. While there might well be some near or part humans with the group so doing, it is certain that the leaders will be human. In co-operation men bring ruin upon monsterdom, for they have no upper limits as to level or acquired power from spells or items. The game features humankind for a reason. It is the most logical basis in an illogical game. From a design aspect it provides the sound groundwork. From a standpoint of creating the campaign milieu it provides the most readily usable assumptions. From a participation approach it is the only method, for a11 players are, after all is said and done, human, and it allows fhem the role with which most are most desirous and capable of identifying with. From all views then it is enough fantasy to assume a swords & sorcery cosmos, with impossible professions and make-believe magic. To adventure amongst the weird is fantasy enough without becoming that too! Consider also that each and every Dungeon Master worthy of that title is continually at work expanding his or her campaign milieu. The game is not merely a meaningless dungeon and an urban base around which is plopped the dreaded wilderness. Each of you must design a world, piece by piece, as if a jigsaw puzzle were being hand crafted, and each new section must fit perfectly the pattern of the other pieces. Faced with such a task all of us need all of the aid and assistance we can get. Without such help the sheer magnitude of the task would force most of us to throw up our hands in despair.
By having a basis to work from, and a well-developed body of work to draw upon, at least part of this task is handled for us. When history, folklore, myth, fable and fiction can be incorporated or used as reference for the campaign, the magnitude of the effort required is reduced by several degrees. Even actual sciences can be used - geography, chemistry, physics, and so forth. Alien viewpoints can be found, of course, but not in quantity (and often not in much quality either). Those works which do not feature mankind in a central role are uncommon. Those which do not deal with men at all are scarce indeed. To attempt to utilize any such bases as the central, let alone sole, theme for a campaign milieu is destined to be shallow, incomplete, and totally unsatisfying for all parties concerned unless the creator is a Renaissance Man and all-around universal genius with a decade or two to prepare the game and milieu. Even then, how can such an effort rival one which borrows from the talents of genius and imaginative thinking which come to us from literature? Having established the why of the humanocentric basis of the game, you will certainly see the impossibility of any lasting success for a monster player character. The environment for adventuring will be built around humans and demi-humans for the most part. Similarly, the majority of participants in the campaign will be human. So unless the player desires a character which will lurk alone somewhere and be hunted by adventurers, there are only a few options open to him or her. A gold dragon can assume human shape, so that is a common choice for monster characters. If alignment is stressed, this might discourage the would-be gold dragon. If it is also pointed out that he or she must begin at the lowest possible value, and only time and the accumulation and retention of great masses of wealth will allow any increase in level (age), the idea should be properly squelched. If even that fails, point out that the natural bent of dragons is certainly for their own kind - if not absolute solitude - so what part could a solitary dragon play in a group participation game made up of non-dragons? Dragon non-player characters, yes! As player characters, not likely at all. As to other sorts of monsters as player characters, you as DM must decide in light of your aims and the style of your campaign. The considered opinion of this writer is that such characters are not beneficial to the game and should be excluded. Note that exclusion is best handled by restriction and not by refusal. Enumeration of the limits and drawbacks which are attendant upon the monster character will always be sufficient to steer the intelligent player away from the monster approach, for in most cases it was only thought of as a likely manner of game domination. The truly experimental- type player might be allowed to play such a monster character for a time so as to satisfy curiosity, and it can then be moved to non-player status and still be an interesting part of the campaign -and the player is most likely to desire to drop the monster character once he or she has examined its potential and played that role for a time. The less intelligent players who demand to play monster characters regardless of obvious consequences will soon remove themselves from play in any event, for their own ineptness will serve to have players or monsters or traps finish them off.
So you are virtually on your own with regard to monsters as player characters. You have advice as to why they are not featured, why no details of monster character classes are given herein. The rest is up to you, for when all is said and done, it is your world, and your players must live in it with their characters. Be good to yourself as well as them, and everyone concerned will benefit from a well-conceived, well-ordered, fairly-judged campaign built upon the best of imaginative and creative thinking.
DMG, page 21
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Post by simrion on Apr 28, 2024 16:27:14 GMT -5
The DMG is a phenomenal reference work merely for the lists. It's sees use in all my games regardless of system, and in the campaigns of one of my close gaming friends.
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Post by The Semi-Retired Gamer on May 1, 2024 16:51:35 GMT -5
The DMG is a phenomenal reference work merely for the lists. It's sees use in all my games regardless of system, and in the campaigns of one of my close gaming friends. I couldn't agree more!!!!
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