Playing with the System
A Guide to adapting the Dungeons and Dragons Roll playing system.
So you have played AD&D? Run a 1e campaign? Even built a whole new
campaign world. You have even gone out and spent money on old back
issues of dragon for all the rules and kits that you can find. But
despite it all, you aren’t quite happy with your game world?
Perhaps you are prepared for the final challenge of any Dm, changing
the game system itself.
It may seem strange at first, but most Dm’s try this at least once,
many sit down for days play testing wild and fanciful ideas that they
came up with in a dream, others simple think of something and throw
it in, just to see what happens. But the end result is the same, ADAPTED
Dungeons and Dragons.
The basic concept of any change in the system is difficult at best.
D&D has gone through decades of play testing, modification, house
rules, and 3 major rewrites of the core rules. SO the very idea that
someone will work out something new and exciting that has never been
tried before seems a little silly at first, but don’t let that thought
discourage you, All games start out as someone’s pet project or hobby,
go dive in and give it a shot.
To help any aspiring creators down the long and twisted path that
lies ahead of you, the following has been prepared.
First: Decide what you are going to modify:
There are currently 3 major published versions of D&D available to
the public, but a brief dive into the internet looking for netbooks
will quickly bring up hundreds if not thousands of possible additions
to bring to the game. So decide first off which edition you want to
modify. The first edition is by far the most well worked, however
most people find the system to limiting. The second addition (often
called AD&D, but if you have gotten this far, you probably already
know that..) has the most material available to it, as it has been
on the market the longest. 3ed edition is still a relatively new creation,
but many consider it to be the best of all worlds, but it still suffers
from a lack of materials, which for a project such as this could be
a good thing. However each DM should make this decision based on his
or her own personal preferences. However, the A/D&D systems are not
the only works you may choose to draw from. Several other systems
have presented themselves over the years, each having there own advantages
and disadvantages. Pick whatever seems to hold the most of what you
want your final system to have as a starting point.
Second: Plan what you want to change:
Every roll playing system is a complex and intricate piece of work,
and the thought of deciding what to change and what to leave may seem
daughnting at best. However, by simply breaking the complex amount
of information into parts, it can be greatly simplified. The method
of change is always one or more of three possible methods:
One: Expansion.
Adding onto the already existing material (Example: Adding new spells
to the list of available spells, adding new proficiencies to choose
from, or adding new classes or races to the list of available PC’s).
Material for expansion is readily available online in the form of
notebooks and web sites. Many people over the years have created new
things to add onto there game of choice, and most can be added into
your game with little or no changes.
Two: Adaptation.
Taking a already well worked system and changing it slightly to make
a new way of doing it. The most common adapted element of the game
is character creation. Many forms have arisen over the years, from
alternative stat generation to methods that give exacting detail to
the characters past. Look over what has been done and choose the one
you think is best. Or if you don’t find one you like simply open up
the Players Handbook to the creation process, take a pencil, and let
your mind roam. Other areas that have been adapted often include the
combat system, weapon specialization, or even the methodology of gaining
new levels.
Three: Recreation.
Sometimes, the system just cant do what you want it to do no matter
how much you play with the concepts, in these cases, it is needed
to just toss out that part of the system and create a new part from
scratch. This can be the most difficult, as it is often time consuming
and requires a great deal more work than any other method. However
the final rewards are often worth it when a new way of thinking about
a particular game concept is reviled.
The game itself despite its seeming complexity, can be broken down
into several “Game Concepts” to make the project a bit easier, they
are:
Character Creation:
The most common part of any game system to be adapted. In this area
you will concentrate primarily on finding a method that allows the
players to have a chance for a good strong character, but to minimize
the chances of to many power characters from arising. The most common
adaptation in this area is in Stat generation. And as many ways to
generate stats have been created as there are stars in the sky. Everything
from the methods in the book, to complex systems inviting diagrams
and 50 dice each. Let your own desire for complexity vs. usefulness
guide here. In other areas, most Dms simply expand the available choice
to there players by adding new proficiencies, new classes, new kits,
even new races. Your imagination is the limit there, however to save
a lot of time, check the internet for netbooks on what has already
been done in this field. Netbooks ranging from new classes and kits,
to even new stats are available, pick and choose what you like and
implement them.
Combat:
Possible the most difficult aspect of any game system to be changed
is the combat system. Given that any combat system is by necessity
a description of the physical interplay between the players and any
other violent Monster/NPC/PC, Several attempt to work with this system
have been attempted over the years, but be aware, any major change
to the system (loosing AC for something else for example) must be
implemented to EVERYTHING, al the monsters, all the buildings, all
the PC’s. so tread with care. This area most often receives little
work outside the occasional expansion of new monsters or races to
be encountered.
Growth (Level and/or Power): Possibly one of the most hotly disputed
parts of any change in the system comes from attempts to change this
aspect. “Leveling up” is an aspect of the D&D system that has been
in affect sense its creation, and what changes that have come are
always being argued over. Many attempts to radically alter this aspect
of they system have been attempted, from a conversion to a “leveless”
system that was never received well, to thousands of variations in
the gaining of the new abitlys and talents that comes with gaining
a level. Also, many Dm’s feel that some aspects of gaining in power
should be available outside of simply leaving up, and develop there
own ways to increase stats or proficiencies independent of the leveling
system. In this field, the best advice is an old one “Tread carefully
and mark your path less you lose your way”.
Magic:
One of the most actively expanded upon elements of the D&D systems,
form a constantly growing list of spells, prayers, and items (both
official and non-official). This element is a prime example of how
the game can be expanded upon with little work. However, just because
it has grown so much, do not feel you are “locked in” to a system
you don’t like. While the prospect of a massive change to the system
is daughting, it is not impossible, many DM’s have had great success
with adapting this aspect of the game, especially in the areas of
how the character gains new spells, how spells are used and/or invoked,
or even how many they can get (though a warning must be made, changes
in this last aspect of the magic can cause a imbalance of the game
system).
Monsters: (Creatures):
Another example of expansion in the system. A such online will turn
up thousands of net books, each with hundreds of new creatures to
be used in the D&D game world.
Tools to use:
Any good Dm has a large collection of tools he or she uses when creating
anything in the game world, and many of the tools can also be used
in changing they very system. But there are several things that MUST
be had to attempt a project such as this.
1)Imagination: A staple of any good DM
is his or her Imagination, but you will push this to the very end
limit during a project like this.
2)
Time: Don’t expect
to finish this project over night, or even in a month. Many attempts
have taken years of fiddling and work. DO be prepared for the long
run.
3)
Paper and Pencils:
You will go through reams of paper and bundles of pencils. You will
spend hours of time on your computer typing away. However it is a
good idea to keep a small notepad and pen or pencil with you at all
times to just down notes for new ideas.
4)
Reference books:
Everything from your original game books for the system being modified,
to encyclopedias and dictionaries.
5)
Friends: Not a source
of materials commonly thought off, but a few friends who are players
or Dm’s themselves can be a great help for defining and reworking
the game concepts, don’t be afraid to ask for help.
6)
The Internet: Possible
the greatest source of information available to you for any project.
You will find a simple search for the words “AD&D”, “Netbooks”, or
“Roll Playing Games” will bring up a wealth of information and work
that has been created already.
The
act of creation is a part of any Dm’s desire. We strive over and over
again to create new and exciting adventures, NPC’s, even game worlds
to play in. So perhaps the desire to try and rebuild the actual system
is an understandable impulse. And one that shouldn’t be ignored, as
the game itself thrives on new and fresh ideas.
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