Hello mates, I am interested in setting up a game for my group with strong folktale themes of Europe (In fact I have been thinking of having the game take place in a AU version of the Holy Roman Empire) and I would like to have know your thoughts about it, or what you would like to see in a game like this as a player. My group will start at level one, and I will allow any class but it is likely that the group will pick all marshal classes.
Right now I am in a very rough stage, brainstorming and writing down monsters, loose plots, ete, that will fit the themes I am trying to set.
1)Plenty of Fae, witches, beasts, beast-like monsters, and undead.
2)Finding out what has happened to a village's missing children
3)Making deals with Fae, witches, and/or fiends, perhaps a favor in the future in return for an item to add them in their quest.
4)Nearly all magic items will have a name. There is no 'Magic Shop.'Players can only buy minor trinkets. They will, however, be able to 'trade' for magic item with favors, and find their own magic items to them on par with their wealth per level. All magic items found or earned should do something more then a +1 to this or that, such as a sword that protects its user form poison, or a shield that can reflect certain spells, or a belt that grants a bonus to STR depending on what time of day it is, ete.
5) Playing with the idea of different ways to gain power, in essence rewarding good deeds, such as a beggar that turns out to me more then he seems, with rewards or advice that have no downside, (unless it is a trick of some kind of wicked thing, to prey on their innocence\naivety for being too trusting) and gaining power through paying a price, suffering a curse, or some other kind of drawback, perhaps one that is even RP based. The players are big into RP, and a curse to make all members of the opposite sex consider them hideous (or make them TOO attractive) without changing how they really look or the like would be something this group would enjoy.
6) Curses are a pretty big thing, and every curse has a non magical way to break it. True Love, breaking a mirror, a certain someone publicly confessing his sin or crime, ete.
For the first adventure, I am leading toward a village with missing children, and the village think it is a witch that lives in the forest. Now I am tempted to make a 'Gingerbread House,' but I feel that I should make my own kind of witch (doesn't have to be the witch class, of course). I am also leaning toward not having the witch be responsible for the kidnappings, (while still likely being evil) but knowing who or what has and why it is doing so. Maybe it is just a Fey trying to 'protect' the children from the cruel mortal world, or maybe it is a small group of ghouls or evil fairies that have been eating them.
Well, what other things do you think would help that old school Grimm feeling\theme?