Khoran
2007-04-29, 06:42 PM
I wasn’t sure whether to post this here or the Homebrew section, since I am not presenting the whole system for critique, I just need some help with a few game issues. And to give context, here are the cliff notes for the setting.
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Through an ancient spell, our world has been changed drastically, to that of a D&D World! History and Technology have been altered to fit into a world that had magic, monsters and other such things, as well as dumbed down to try to fit better into a D&D world. I don’t feel like mentioning anything about the plot of the story, incase someone from my group happens to come to this forum without me knowing it, but what I can say is that the players will remember the real world and know that things aren’t right here.
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However, I’ve got a few things bouncing around my head that I just can’t get control of. So, I’ve decided to turn to you all for some advice.
Player Races
Halflings, Orcs, Elves, Dwarves, so on and so forth. These all exist in my campaign setting and have –always- been there. However, the question is what if they players want to be one of those races? Obviously, before the change, they were humans and would prefer them to remain so, but at the same time I know someone would have their heart set on playing something other then a human and I don’t want to pigeon hole them. So how do you think I should handle this?
Religion, Divine Casters, ECT.
This is the one that’s really been bothering me, since the PCs are aware of the real world religions, since they retain the knowledge of the real world after the change. However, I don’t want the real world religions to be the “game world”, mainly because I don’t want to step on anyone’s toes when it comes to religion and I would be really uncomfortable making domains for real world deities and I’m probably going to use Standard Greyhawk gods and/or Forgotten Realms. The problem, however, comes up of Clerics and other divine casters sworn to a god. I feel a little bad making them pick a “game world” deity to follow, since the kind of person that would become a cleric during the change is someone who is deeply religious in the real world. However, as I said, I don’t want them being clerics of real world religions. How should I handle this?
… But my character plays D&D!
A minor thing that I just feel will come up, how do I deal with meta-gaming that people could claim would be in character because their character was someone who played D&D? Should I create Knowledge: Monsters skill for it, or just say “No, you can’t do that.”?
Thank you to anyone who helps, and if I got the section wrong for posting, I'm sorry.
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Through an ancient spell, our world has been changed drastically, to that of a D&D World! History and Technology have been altered to fit into a world that had magic, monsters and other such things, as well as dumbed down to try to fit better into a D&D world. I don’t feel like mentioning anything about the plot of the story, incase someone from my group happens to come to this forum without me knowing it, but what I can say is that the players will remember the real world and know that things aren’t right here.
----
However, I’ve got a few things bouncing around my head that I just can’t get control of. So, I’ve decided to turn to you all for some advice.
Player Races
Halflings, Orcs, Elves, Dwarves, so on and so forth. These all exist in my campaign setting and have –always- been there. However, the question is what if they players want to be one of those races? Obviously, before the change, they were humans and would prefer them to remain so, but at the same time I know someone would have their heart set on playing something other then a human and I don’t want to pigeon hole them. So how do you think I should handle this?
Religion, Divine Casters, ECT.
This is the one that’s really been bothering me, since the PCs are aware of the real world religions, since they retain the knowledge of the real world after the change. However, I don’t want the real world religions to be the “game world”, mainly because I don’t want to step on anyone’s toes when it comes to religion and I would be really uncomfortable making domains for real world deities and I’m probably going to use Standard Greyhawk gods and/or Forgotten Realms. The problem, however, comes up of Clerics and other divine casters sworn to a god. I feel a little bad making them pick a “game world” deity to follow, since the kind of person that would become a cleric during the change is someone who is deeply religious in the real world. However, as I said, I don’t want them being clerics of real world religions. How should I handle this?
… But my character plays D&D!
A minor thing that I just feel will come up, how do I deal with meta-gaming that people could claim would be in character because their character was someone who played D&D? Should I create Knowledge: Monsters skill for it, or just say “No, you can’t do that.”?
Thank you to anyone who helps, and if I got the section wrong for posting, I'm sorry.