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| #1neboronOct 01, 2009 14:58:42 | I recently started D and D, nigh on a year ago. (So not that recent.) At first, I memorized each rule, painstakingly following every command of the book etc etc. I found soon that any fun to be had in the playing of the game and the immersion into the brilliantly realized world of D and D was being spoiled by powergaming, over complex rules and constantly referring to the books. So a while ago, we met up, and I suggested a new system. We ditched d20, and began our own. I christened it the D-less Roleplaying System. It has improved our game beyond reasoning, and we now gather as often as possible. As DM, I am begged by my players to set up new adventures, a stark contrast to our previous grudging rules-slogging. I would like to outline the main principles and use of the system for all those who want to use it. RULES: Tell a story. Ditch dice, stats and boards (minus maps if your players want them) minis and character sheets. Strip it down to the roleplaying. The DM sits tehre with all the books on the world, its creatures and habits. They spin a story, prewritten or adhoc. They describe each room, the weather, the monsters. Use the abilities and flavour text of each monster to make them come to life. Example: A lich using Deaths Touch would reach one gnarled and wretched finger out. As it brushes against the beings skin, it darkens with rot and bruising, eaten away by the rank hands of decay. So just say that out loud. The ask the players what they want to do. And so forth. Add to the ambience with music (I have several playlists) , lighting and improvised sound effects (I have seen people leap from their seats as a dragon emerges. Its brilliant). People think on their feet, have fun, spin stories. Winning is not the object. Telling a good story is. Try it next time you game. Tell me what you think. My players love it. I love it. Screw the Rules, we Have Stories. |
| #2nmartinezNov 07, 2009 12:15:43 | i agree fully. it's a role playing game so you should play a role plus getting enough dice for all those powers can get expensive and worrying about your bank acount is not fun but traveling a new world and righting wrongs, no better way pass time. |
| #3The-Mage-KingNov 09, 2009 12:26:11 | |
| #4nmartinezNov 13, 2009 15:56:19 | why do you disagree it sounds like a good idea to me storie are what the game is about in my opinion. i kind of have a thing for stories. |
| #5death_isthe_beginingNov 14, 2009 14:06:45 | Without some risk(or random chance of the dice roll in this case) it's just a script. Personally I never play a game like this. However my advice to the OP is do what is right for your group, it's a game the point is to have fun. Still you might want to try a combination of the two approaches. |
| #6nmartinezNov 15, 2009 11:41:10 | i kind of have a unique situation with my group of players. that situation being that i am the only one with dice so we won't be able to do battles and checks withit takeing tons of time. that is why i agree with haveing the game be more about the story but i don't think i will ditch the dice all together. |
| #7mestapholeasFeb 11, 2010 3:53:13 | Dice sets run $5 - $15 dollars at most hobby shops. Occasionally you can pick them up cheap on Ebay. For a long time I was the only one with dice in this party, but I had several mismatched sets for them to use. I'm a seasoned DM (this is my 30th year) and have played most all editions and versions of D&D. I really like the latitude of 1rst edition and you're right, the story, good or bad, sets the tone for the players enjoyment. I create the adventures and allow them leeway to really develop their characters. 1rst edition has the fewest rules and as long as the dice allow them to do something, I will allow it (as long as it doesn't destroy my world). Learning to deal with "wrenches" the players tend to throw into my world is part of being a good DM. I just can't see how a thief will be able to funtion without percentage dice, or a fighter to hit and not miss without a dice roll. I create and run my dungeons on my computer and there are several free dice rolling programs out there to download. That might enable you to let your players use your dice while you use the program. Anyway, congratulations for stepping outside the boundaries of normal D&D. I think that's what Gary had in mind. Sure I have all the Greyhawk modules, but 90% of my adventures were created by me (I have the file boxes to prove it). The newer editions have their good and bad points, one of the bad being that there are soooo many rules. They did open up more possiblities for characters and expand the adventures into the future. My players will tell you though, that the stories are what makes it fun for them and the more creative you can be, the more they'll enjoy it. The point I always try to follow is to make my world at least somehow based in logic so that the players can relate to it. Unstructured fantasy usually leads to chaos or single, one-time adventures. They're fun every now and then, but a real campaign is the meat and drink of players. Best of luck, it sounds like you're on your way to becoming an epic DM. |