| jhkimrpg ( @ 2005-10-12 00:22:00 |
| Entry tags: | dawn of fire, dnd |
Breaking Down D&D
So recently I played in two sessions of a D&D3.5 campaign with friends of my friend Russell who just moved to the area. I have generally been lukewarm about the game. The first session was reasonably fun, particularly as we were introducing the 9-year-old daughter of our friends to the game. The second session, though, bogged down for me as we moved into more of the hard-core dungeon crawl. I don't want to talk about that for the moment, however.
So I have this idea mulling around in my mind about how I would use D&D / D20 if I were so inclined. Actually, I took a previous stab at using D20 in my convention event for the Conan RPG, Brawny Thews. But here I'm wondering about D&D itself. As I see it -- if I'm going to use D&D at all it should make use of the monsters, modules, miniatures, and combat rules. Otherwise why would I use it as a system?
My thought was to have a post-apocalyptic fantasy game -- taking a typical world and suddenly have all of civilization destroyed by giant abominations which come out of nowhere and ravage cities and fields across the globe. The survivors must hide out and fight for survival while avoiding the hordes. This might sound a bit arbitrary, but bear me out as I point out what this does to the genre.
- Food, shelter, and other basic needs are what is bartered for in trade -- no one gives the slightest thought to gold.
- The PCs will be part of a small band or clan of survivors who depend on each other, adding a social dimension.
- Ruins and dungeons now become havens to hide in from the sweeps of abominations. i.e. The PCs may explore out a dungeon with an eye for a place to live. The GM may also hand some city or other modules to the players as places known to them -- where the module shows the pre-apocalypse state of the place, and the PCs may survey the destruction.
- The abominations are near-mindless instruments of destructions who destroy anything not like them -- orcs and goblins just as much as humans and elves. Thus, the different races are thrown together with a common enemy.
Now, there might be some additional twists that I may want to throw into this:
- One is class. In the post-apocalyptic breakdown of society, specialized roles break down -- this makes some sense and is part of the post-apocalyptic genre. Everyone has to help gather food, and everyone must fight to defend the band. So to push the breakdown idea further, I might tear down the class system to a point system of abilities. This might make it easier to have monsters as PCs.
- Perhaps I should also modify magic in some way? On reflection, I lean against this. It would be more interesting for the players to struggle with how to use the existing spell list, say, to help their band survive. Now "Create Food and Water" becomes a vital spell choice, for example.
Should I add in more social mechanics for the relations with the other members of the band? There should certainly be a focus, I feel, on there being families and children in the band to protect. But I'm not sure if that calls for particular mechanical changes.