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Romantic High Fantasy D&D (or, AD&D 2e done right): a challenge of sorts

Started by The Butcher, October 31, 2012, 04:38:26 PM

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Opaopajr

You don't really have to do much, to be honest.

There's already XP rewards for non-combat, non-GP successful encounters. Character goals, good roleplay, solving problems, clever uses of class abilities within context of a goal, etc. All a GM has to do is play those up over other forms of XP.

There's already the concept of Character Points (from PO:S&P) being expended beforehand for a reroll. Not too far a step from turning it into some "Fate pool" mechanic. All you need to do for a flowing CP economy is up CP allocation for, oh I don't know, in-class or in-alignment behavior? And, unlike shared narrative fate points uses in a Fate System, an expended CP is spent in advance and only affects a single task resolution.

But even then, I never found it hard to run a less gritty, more... shit, what are you looking for? rainbows and unicorns fantasy?... yeah, there's nothing stopping that already. I really don't see where there's a problem, at all.

PS: Peasant Hero kit is in the Complete: Fighter, and Advantages/Disadvantages are in the PO:S&P for things like Allure, Lucky, or Powerful Enemy. Sounds like rules available for "Farmboys with great destinies" to me.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
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Tommy Brownell

Quote from: The Butcher;596641I think what I really want to try is Hero's Journey D&D. Which is to say, a modular set of rules that you can tack onto your favorite TSR-era D&D game or simulacra thereof, that plays down the whole greed-based adventuring model in favor of player characters who are agents of cosmic forces of Good doing battle against Evil.

This is actually how I tended to run D&D (of all stripes, but especially AD&D2e)...but yeah, it wasn't the best fit. Probably why I ultimately abandoned it for other games.
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Amalgam

Destinies & Non-Destinies.

Destinies: determined by GM or randomly rolled by GM for each character individually or for the party as a whole (entwined destinies).

Non-Destinies: determined by players or randomly rolled by players for their own characters (can have more than one).

Destinies would be much like what has been mentioned above: Kill the evil overlord, be killed by your lover, etc... These would remain hidden from the PCs, to be revealed through plot points and prophecies... or not, and leave the players paranoid for the remainder of the campaign.

Non-Destinies could also be called Goals, and could be used in place of Destinies. The "I don't give a gentle caress about the fates" attitude.

Goals would be: Avenge Parent(s), find sibling(s), become the greatest X to walk the land, earn the hand of so-n-so in marriage, over throw the king's nasty usurping brother, etc... These could be privately determined and kept hidden, or openly thrown out there as a sort of boast to other characters.

Of course, the completion of either Destiny or Goal could be rewarded with Exp.