Sunday, November 12, 2006

Rulebooks

( Inspired by a nice post at http://shadowajax.blogspot.com/ )

I love rulebooks. The Complete Series, the Environment books (Frostburn, Sandstorm), the Races books, Monster Manuals... the only limit for me is financial.

I dislike campaign settings - Forgotten Realms, Ebberon, ect.

Now let me explain -

I think it’s important to have standards in the D&D world. I believe that it’s important for players to have a published source where they can read about the deities. So much of the game mechanics relies on the rules as they are printed. Clerics, paladins, and druids rely on a complete deity system. The prevalence of monsters and monster types is also important. A core ranger element is favored enemy, and if there is no undead in a world, or aberrations are so rare they are unheard of, then it’s important to know this. A rogue does infinitely better in a world filled with people (who have vital organs) then a world of oozes and golems.

Games that I run assume the “traditional” core D&D world. Pelor to Nerull. Aboloth to Zombie. Deities exist as printed, and all monster manual creatures are assumed to exist in some number. I like to keep my alterations to the rule system short and upfront, clarifying small things like critical hits and variant rules. My players can explore character possibilities and backgrounds assuming these settings.

That aside, I don’t like a pre-published world like Forgotten Realms. Characters and players, in my mind, should expect a new and wondrous world, but one in which they are familiar with the limits and conditions. I also can't stand the geographical constraints.

There have been games in the past (pre- being at Messiah) that I’ve been in a world so non-core, and not clearly explained, that I was able to be less creative and not enjoy the game fully. It was like groping around in a world that existed only in my DM’s head. I couldn’t see through their eyes. I didn’t know where the boundaries were, or even what to ask about. I know that they had a perfect view of their world, but it wasn’t communicated.

Now all this said, I’ve had a great time playing in Andrew’s Campaign. It is (very) well documented, and I know how the world works. It’s not what I’m use to, but its understandable and enjoyable. I know that Francis is the deity, that core material is acceptable, and what house rules are in play. I can see this world, and therefore interact with it.

My campaign is set in a world contrived entirely by yours truly. I’m not perfect, and I know there are times when my players don’t see my world as I do. They can’t ever see what I can, but I can work towards making them understand it. My wiki is one push for this, our collective binder of maps and log of adventures is another.

What are rulebooks to me? – They are published material that a group of people have equal access to, and equal sight of. They let me work the world in a way that has been found to be fair (though not the only way). My players know that new published material has a very good chance of having a place in my campaign if they show it to me, and this lets them dream and play characters that they enjoy, while allowing me to expand my world even further.

Yeah... I’ll stop now.

Tuesday, November 07, 2006

This is a Political Blog

I voted. You better have.

Or else Capt. America will kick your ass.

Being not in this country isn't a good excuse, unless you plan on staying there. (which sounds better and better every day...)

} //end rant

} //end political blog