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DND, but if it was more setting agnostic

Started by MeganovaStella, July 30, 2022, 01:11:40 AM

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MeganovaStella

So, I see that DND gets used a lot (on other forums including Discord) as a sort of 'setting generic' system. With how stripped down DND 5e is (the newest and most popular edition) that can be sort of true. But not really. The game assumes you're using a few magic systems (arcane, divine, etc), that you have these classes, feats, and so on. It assumes a lot, and for (what I see) no good reason. Recently i thought: what if dnd really WAS a setting generic system? obviously, it would still have to keep some axioms intact to guide design, like "this is an adventure fantasy system with magic".

DND could give the DM a guide to creating their own world, magic system (from low to high), how to make classes, and their progression (including some generic ones like 'guy who uses magic' or 'guy who does not use magic'), how to make monsters and just about anything needed. This, in my uneducated opinion, would allow an incredible diversity of games and cut down on source books needed- because all you really need is the corebook only if you want to make your own setting, or the setting book if you want to use a preexisting setting. That setting book would contain literally everything you need for running a game.

I know WOTC would never do this, I am not educated in TTRPG design (at all), but I'm just throwing things out there. What do you think of this?

S'mon

Generic systems tend to lack flavour, I think there's a limit to how much you can genericise D&D and still keep it fun and attractive. 5e does actually have a lot of options in the DMG to tweak it towards different flavours, but it does give almost every class spells, which is inevitably a high magic feel. There have been OGL versions of 5e for other genres, like the Middle Earth version which is much lower magic, and the SF version Esper Genesis.
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Hzilong

In terms of world building and campaign design, I've been looking through worlds without number recently and it has a lot of good information and resources there. I do agree with S'mon though. If everything is stripped down to mechanics it is likely to be a harder sell. Especially magic systems as those will have a dramatic effect on the narrative setting as well as play at the table.
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#3
Quote from: MeganovaStella on July 30, 2022, 01:11:40 AM
So, I see that DND gets used a lot (on other forums including Discord) as a sort of 'setting generic' system. With how stripped down DND 5e is (the newest and most popular edition) that can be sort of true. But not really. The game assumes you're using a few magic systems (arcane, divine, etc), that you have these classes, feats, and so on. It assumes a lot, and for (what I see) no good reason. Recently i thought: what if dnd really WAS a setting generic system? obviously, it would still have to keep some axioms intact to guide design, like "this is an adventure fantasy system with magic".

DND could give the DM a guide to creating their own world, magic system (from low to high), how to make classes, and their progression (including some generic ones like 'guy who uses magic' or 'guy who does not use magic'), how to make monsters and just about anything needed. This, in my uneducated opinion, would allow an incredible diversity of games and cut down on source books needed- because all you really need is the corebook only if you want to make your own setting, or the setting book if you want to use a preexisting setting. That setting book would contain literally everything you need for running a game.

I know WOTC would never do this, I am not educated in TTRPG design (at all), but I'm just throwing things out there. What do you think of this?

As S'Mon says generic systems can feel a bit lacking. My opinion on this is that different games rely on and emphasise different tropes and archetypes. Fot example a samurai game may emphasise the importance of honour on your mental state and the power of a katana. While in a Cosmic horror game your Sanity will be of particular focus.

Putting all these mechanics into a game will make it unwieldy, while dipping into all of them makes the game feel shallow.

In my opinion rpg games are generally genre pieces and the best lean into their genre.

Steven Mitchell

Not sure I fully buy it, but I cannot discount out of hand the argument that part of the problem with 5E is that it strips out a lot of flavor towards the generic already.  Now, in fairness, that's because the flavor it leaves in is the "D&D as its own genre" part, and the generic path it chases is towards that same goal.  It's like you took the original flavor and ran it through a sieve. 

Kyle Aaron

Quote from: MeganovaStella on July 30, 2022, 01:11:40 AMwhat if dnd really WAS a setting generic system?
It is. Or AD&D1e is, anyway.

The description of "fighter" makes no mention of home culture or era. Is this a Saxon thane in the line against Viking invaders? The Viking invaders themselves? A lamellar-clad model for the terracotta warriors of Qin? French heavy infantry at Agincourt? A young squire daring to seek out and fight a werewolf? The girl fighting the jabberwocky? A bronze-clad warrior of Sparta? A daring Amazon of the Crimea, firing her bow from her horse at Greek invaders? An Iron Age warrior of Kush? A samurai? It doesn't say. You fill in the blanks!
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VisionStorm

Quote from: Steven Mitchell on July 30, 2022, 08:27:14 AM
Not sure I fully buy it, but I cannot discount out of hand the argument that part of the problem with 5E is that it strips out a lot of flavor towards the generic already.  Now, in fairness, that's because the flavor it leaves in is the "D&D as its own genre" part, and the generic path it chases is towards that same goal.  It's like you took the original flavor and ran it through a sieve.

IDK, I think 5e is far more "D&D as its own (arbitrary) genre (that changes to the whims of whoever is designing the current edition)" than generic. The game is loaded with specialized classes that inevitably make their own genre assumptions and are made even more specialized and genre specific by every class having multiple subclasses you can (and have to) pick.

The problem is that those genre assumptions are made in a vacuum while pretending to be setting agnostic generic fantasy so we end up with a bunch of specialized subclasses, like elemental monks or draconic sorcerers, that don't always quite fit into any setting and we have to sort of shoehorn in. And they all follow the designer's arbitrary take on what those classes or subclasses should be.

So we end up with warlocks that can't cast lightning bolt, cuz they have their own arbitrarily limited spell list based on their own arbitrary take on what warlocks should be. And sorcerers getting exclusive access to meta magic, cuz they don't know WTF to do with them now that they gave every caster class the ability to cast spontaneously, which used to be the sole province of sorcerers and the only reason they existed as a separate class from wizards. But they can't just get rid of them, cuz they've apparently become a sacred cow now, and they need to keep wizards, sorcerers and warlocks as separate classes, despite they all being variants of each other that are used as synonyms in normal language.

I think the game could far more generic than it currently is without losing the flavor. And the earlier, pre-WotC editions can attest to that, cuz they were all far more generic than 5e is. You could even fold all dedicated spellcasters into a single class and still keep the flavor by turning different types of magic into class options (maybe even feats), or maybe take a Spheres of Power approach to handling trappings and such.

I HATE THE DEMIURGE I HATE THE DEMIURGE

They already have that, it's called Genesys. Or GURPS. Or (as much as it pains me to admit it) Mutants and Masterminds.

But honestly, in my experience the system that we managed to successfully run:

  • cyberpunk with magic
  • Fallout
  • Wild West with magic
  • CATastrophe

is Shadowrun 4e. It's got good gunplay, it's got good magic, it's got high tech stuff, and the rules are fairly easily modifiable. Anyway, D&D is shit and nobody should play it.

jhkim

Quote from: MeganovaStella on July 30, 2022, 01:11:40 AM
Recently i thought: what if dnd really WAS a setting generic system? obviously, it would still have to keep some axioms intact to guide design, like "this is an adventure fantasy system with magic".

DND could give the DM a guide to creating their own world, magic system (from low to high), how to make classes, and their progression (including some generic ones like 'guy who uses magic' or 'guy who does not use magic'), how to make monsters and just about anything needed. This, in my uneducated opinion, would allow an incredible diversity of games and cut down on source books needed

I think the closest to that is True20, which is based on the 3rd edition D20 system.

https://greenroninstore.com/collections/true20

But while there is a niche for generic systems like GURPS and Savage Worlds, I think the strength of D&D is in its network effect. When one looks for players, it helps to have common understanding about what will be in the game. If playing D&D, players have certain expectations. Generic systems have a weaker network effect, because players have less idea about what they are in for when playing that system.

FingerRod

5e is setting agnostic, generic, or whatever term you want to use. Probably 1000 hours+ playing in different homebrew settings. You do not have to take any race, class, feats, spells, etc. The DMG outlines how to build your own world from scratch, modify the entire proficiency system, add/subtract stats, etc.

hedgehobbit

Quote from: MeganovaStella on July 30, 2022, 01:11:40 AMThat setting book would contain literally everything you need for running a game.

I think you've come to the same conclusion that I did. As the rulebook would be so barebones, rather than have a generic rulebook and a bunch of setting books, it would be more practical to instead have a series of compatible games each for a different genre; a classic (D&D) fantasy game, a sci-fi game, a sword and sorcery game, etc. and have each book be self contained and fully compatible with one another. And since they are compatible, you can mix and match races and classes from each book and even genre swap the party from one game world to another.

hedgehobbit

Quote from: Kyle Aaron on July 30, 2022, 09:00:53 AMThe description of "fighter" makes no mention of home culture or era.

That's true for the fighter, but not the paladin, thief, cleric, ranger, bard, cavalier, etc. And the way elves and dwarves are described presumes a certain type of fantasy, the cleric presumes a certain type of religion, alignment presumes a certain cosmology, etc. There is very little in AD&D that is generic or useful for anything other than playing in a D&D-style world.

David Johansen

Generic 5e eh?  So that gets me thinking.  Obviously the attributes and core mechanic stay the same.  We'd have to about double the number of skills to cover technology and stuff.  Piloting, gunnery, computers, mechanic, science, that kind of stuff.

I think you'd want to have a single class template from which classes are built.  There'd be tiers of class abilities and feats would be abilities that are not class related, possibly drawn from the same list.  So at first level you'd get a first tier ability.  At third level you'd get a second tier ability that requires a prerequisite.  The prerequisite trees would work a lot like classes.  Feats are at fourth eigth and twelveth level of course.  It seems pretty doable.  Spell casting becomes a tiered feat and would probably emulate different types of spell casting through the prerequisite tree choices.
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VisionStorm

Quote from: David Johansen on July 30, 2022, 05:24:51 PM
Generic 5e eh?  So that gets me thinking.  Obviously the attributes and core mechanic stay the same.  We'd have to about double the number of skills to cover technology and stuff.  Piloting, gunnery, computers, mechanic, science, that kind of stuff.

I think you'd want to have a single class template from which classes are built.  There'd be tiers of class abilities and feats would be abilities that are not class related, possibly drawn from the same list.  So at first level you'd get a first tier ability.  At third level you'd get a second tier ability that requires a prerequisite.  The prerequisite trees would work a lot like classes.  Feats are at fourth eigth and twelveth level of course.  It seems pretty doable.  Spell casting becomes a tiered feat and would probably emulate different types of spell casting through the prerequisite tree choices.

I actually started doing something like this a few years ago, but ended up focusing my own system instead, partly cuz I wasn't sure how true to D&D/5e I could keep it without letting my own preferences get in the way and hack away from the system what I didn't like. But the focus was making a classless template, rather building a generic system.

Basically characters would get certain basic stuff like a base HD type (1d6), standard Proficiency Bonus progression, a base number Skills and Save proficiencies, etc. Then everything would be treated like a feat, and characters would start with a base number of feats to build their starting abilities, then get one feat per level or something. Increased HD type would be a feat, spell list access would be broken down into feats divided by schools of magic, and everyone would get the standard spell casting progression, but max spell level access would be broken down into feats (something like: 0-2 One Feat, 3-5 Two Feats, 6-7 Three Feats 8-9 Four Feats). All class features would be feats, with feature improvements (like increased Rage bonuses) treated as additional feats, etc.

Svenhelgrim

The 5e DMG has sevedal chalters devoted to creating your own setting, classes, and some optjonal rules to make the game grittier, or even more super-heroic...if you can envision such a thing.

Now the best guide to creating your own setting that I have read, is the original AD&D Dungeon Master's Guide, butI am told that Worlds Without Number by Kevin Crawford of Sine Nomine Publishing, is a truly groundbreaking book.