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Playing with the System
by Array 50


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.

Array50@hotmail.com