D&D 5E
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So, quite a few people over on my other thread liked D&D 5E, and I got pointed to D&D Beyond so I could get a digital copy (I don't do physical books), and am looking over it.
I decided to make a new thread since this is rather more specific--
If one was to make a 5E MUSH, what D&D setting do people like better? Would you be turned off by an original fantasy-verse? I ask because I know that 'original themed mushes' are harder then ones based on known properties, but I don't know if the D&D part of the property would be enough of a draw.
What level do you think people should start as? I really don't think level 1 on a mush with what amounts to PUG dungeon delving is a fun starting point; my natural inclination is to say 4-5, but I'm not sure.
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I'm actually working on a 5E character generation system for TinyMUX. I think I've just about finished what I'm calling Phase 1 (level 1 c-gen for all classes and race combinations).
My goal was an original fantasy game with players starting at level 3 so they could at least start with their initial archetype.
For other games I'd love a Dragonlance or Ravenloft setting. If another D&D 5E game came up with an original or classic fantasy flare I may pivot on my theme and go with either Ravenloft or a Ravenloft-esque setting.
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If one was to make a 5E MUSH, what D&D setting do people like better? Would you be turned off by an original fantasy-verse?
Although I don't think I'd be turned off by something more generic or a different non-canonical direction for a fantasy game - a L&L take on D&D could be fun, for example - I do feel a sense of nostalgia for certain settings.
The Forgotten Realms for instance give a lot of options, from adventuring to exploration and even conquer. Ravenloft could also be fun if you wanted a more horror-based bend to your game.
Whatever it is, my advice if you went ahead with this kind of undertaking is to keep things as close to the books as possible mechanically. There is so much published material already that people would want to try.
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Whatever it is, my advice if you went ahead with this kind of undertaking is to keep things as close to the books as possible mechanically. There is so much published material already that people would want to try.
Oh I'm not talking mechanics. Just...setting. This is one thing I think D&D got right, a clear separation between setting and mechanics.
I do admit after finishing reading the 5E PG, a teeny sadness over how few clerical domains there were, that the gods/mechanics are something that got messy and mixed up in settings/mechanics.
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If one was to make a 5E MUSH, what D&D setting do people like better? Would you be turned off by an original fantasy-verse?
Al-Qadim ... With factions aligned along the genies/elements (Brotherhood of Fire. Etc.).
And no, original is good in my book. But I'm a minority in n original vs canonical themes.
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I'd go Dragonlance, since that lends itself more to character-driven stories. Forgotten Realms is good and all, but so much of it is established - it's like playing in Tolkein's world (by design). Everything that needs to be done already is being done by some canon character, and the players are mainly just along for the ride or showing up to support the showcase people.
Dragonlance tended towards smaller, more epic storylines that were encapsulated within their own 'eras'. Things still happened in a certain order along fixed points, but there was more for pcs to do outside of that. -
I need me some miniature giant space hamsters.
GO FOR THE EYES BOO!
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Original or Ravenloft.
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Dragonlance or Forgotten Realms can work well. I've never ever looked at Ravenloft as a setting -- it's always been an adventure module
I'm always keen on Dragonlance, it's the setting that first got me into MU*ing ever.
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Mildly surprised no one's suggested Dark Sun.
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Pre 1372 Forgotten Realms!
After 1372 bleh ew why bother, but prior to that was amazing!
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@sunny
I have to agree there. I have also thought the sweetest spot in the Forgotten Realms timeline is just after the Time of Troubles.
I have ran things set after 1372 DR but when I do I make it a point to give the players my games timeline and tell them to ignore the official one past that date. -
@thatguythere said in D&D 5E:
@sunny
I have to agree there. I have also thought the sweetest spot in the Forgotten Realms timeline is just after the Time of Troubles.
I have ran things set after 1372 DR but when I do I make it a point to give the players my games timeline and tell them to ignore the official one past that date.That is precisely what I do. 'We deviate at 1372....'
ETA: I am actually OK with the City of Shade appearing itself and some of those pieces, but about half the content from that IC year and then going forward....nope. Nope, nope, nope.
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@sunny
Yeah and they had set up things fairly well for the City of Shade returning it was a plot point definitely hinted at. though a lot of the events after that seemed to be designed to clear the deck of most of the well known NPCs which to me was the main draw of the setting. -
@thatguythere said in D&D 5E:
@sunny
Yeah and they had set up things fairly well for the City of Shade returning it was a plot point definitely hinted at. though a lot of the events after that seemed to be designed to clear the deck of most of the well known NPCs which to me was the main draw of the setting.Yeah, they wanted to make the setting more accessible and blah blah missed the point of it blah blah. ^^
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Yeah, they wanted to make the setting more accessible and blah blah missed the point of it blah blah. ^^
And that seems so weird to me because what makes a setting interesting to me is having that backdrop to put my adventures into. Same thing with the City by Night, or Rage across Land, books from Whitewolf. I have never used the plots mentioned in those book but that structure helps me come up with a ton of ideas to run within those frameworks.
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@tnp Dark Sun would require conversion of the Psionic rules, which I haven't seen yet. It would be fun to see, though.
To put in whatever my 2 cp is worth...
Dragonlance & Forgotten Realms: Popular, lots of lore already known by the playerbase, but needs to be rolled back to before everything went to poop (pre-Second Cataclysm for DL; pre 1372 for FR as mentioned above)
Ravenloft: Possible, with the recent rise of non-WoD horror games. Probably would have to have 1 Staff member dedicated to playing a Lord and running Events in their realm.
Greyhawk: Doable and not as already over-exposed as Dragonlance & Forgotten Realms
Mystara: The old Basic D&D setting; well documented with lots of published lore/splat.
Planescape: Widely popular and adaptable, centralized 'city' to use as a main gathering point for PC's
Spelljammer: Yes, yes, yes, yes, yes......Set up the Rock of Braal as a centerpoint of the game similar to Sigil/Waterdeep/Greyhawk. Plus ship combat and boarding actions. And abandoned Dwarven Fortresses. And, and, and....
Birthright: This would be awesome. The setting has a built in Political/Trade/Intrigue mechanism, a nice Mass Combat mini-game system, and combines a solid Lords & Ladies RP setting with classic D&D Adventuring. Also adds a bit more epicness (Bloodlines, Realm Magic) to D&D.
Original Setting: I don't think players would be too opposed, but learning the lore of a new setting can be a bit time consuming, IMO.
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Though I love the Forgotten Realms my vote would actually be original setting, that way you could include what you wanted to without suffering from the player base having fandom arguments, or disgruntlement because you didn't pick their favorite spot in the setting to base the game.
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Ooooh, Planescape. I love that setting. Now that would be the only one I'd really be looking forward to playing.
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PLANESCAPE! YEAH!