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We thought about running a D&D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:   
 
We thought about running a D&D-ish game that evoked the art’s  mood (exotic, wacky, humorous, alien) more than our usual generic Tolkio-medieval settings. We figured some simple but strong setting/system  choices might help conjure the feel. We arrived at:   
 
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.
 
*Names: humorous, high fantasy, over the top like Zargoth, Torlak-Ka, Meera the Green Wizard, etc.
*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory  
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*Dangerous gameplay: low-level Pathfinder level 1-6 trajectory to elicit some dark humour
*patron mechanic borrowed from Traveller; party is offered work by dubious patrons like wizards, merchants often with a dubious purpose and a propensity to double cross. Purpose to elicit some dark humour
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*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc) so we root for the outsider and underdog.
*Culture setting: Ancient (Mesopotamia? Eqypt?)  as well as med Europe vibe. We thought—caste system founded by a LN rather than LG Law Giver. Satirically rigid society (pompous Priest class, self-serving Wizards, etc).
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*Physical setting like Anatolia or Levant: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons for an alien feel.  
*Physical setting like Anatolia: sunbaked cities but also howling forests, steppe and bone-chilling cold uplands. Extra moons , long day/ night lengths for an alien feel.  
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*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs. Patrons will often have an ulterior motive.  
*An otherwise typical adventure premise: characters  are free Wanderer caste mercs in search of their fortune. Parties fill the wide gap between scare Holy caste warriors, and inept Farmer caste  militia. Hired by patrons to destroy ghoul and Deep One cults, steppe gnolls, ogres, minotaurs.  
 
 
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  "Experts" like wizards , scribes next down; most adventurers belonging to a fairly overlooked "Wanderer" caste that gives them the right to wander the land  
 
*Classes that tie into the  aforementioned six Castes: “Holy” caste clerics at the top;  "Experts" like wizards , scribes next down; most adventurers belonging to a fairly overlooked "Wanderer" caste that gives them the right to wander the land  
  
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Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members
  
 
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?  Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC).  
 
Anyone interested in this  slightly alt setting wrapping an otherwise pretty standard pathfinder type game?  Looking for good posts, pretty regular (daily ? can negotiate ) post rate, good communication . Esp. willingness to  make an  effort with the setting  ( e.g. using currency names, avoiding ‘inappropriate’ class labels like  ‘Bard’ or ‘Paladin’ when IC).  
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Players could pick archetypes to build these; avoid using class names where these don’t fit  
 
Players could pick archetypes to build these; avoid using class names where these don’t fit  
 
Other classes possible, obv. Typical parties have Slayers and Ghoul-Hunters, hired usually by a Wizard but possibly a Judge. Unscrupulous parties carry Outlaw members
 
  
 
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons
 
Enemies: ghouls are the most common type of undead, steppe-dwelling gnolls, minotuars, lammasu, dragons
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Patron system from traveller e.d wizard hires party to recover a magic item from dangerous ruin. 1- wizard is a ghoul agent seeks to trap party 2. Wizard mistaken that item is present 3. Ruins more dangerous than claimed  4. Ruins have additional 5. Quest exactly as claimed 6. An easy quest - another party has cleared the ghouls but not the item.
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