Been away from my table for far to long, and the hobby is dead where I live. I am looking to get into a roll 20 game if possible, I have tried PbP games and they move far to slow for me to be able to keep interested. Right now I work 2nd shift EsT, but have all weekend open for gaming.
Been toying with twisting the iconics around into Holland and all, and this was just too cool a idea to me.
While working on one world, I had a small idea about another per say. What would happen in a great evil arose, the iconics faced off against this evil and won.
Sitting here with some time on my hands finally after getting done with "the real world" and my so called "responsibilities" I have begun to clean up and out my gaming books.
I was working on the ideas of druids being "slightly" insane due to what was wrought upon the lands. They would become a NPC class much like Wizards who would be rare and guard their horded knowledge tightly.
As far as races go, I plan on leaving it open. The fall, and all that has happened before and after has lead to a large pool for people to select from.
Since the fall knowledge of both magic and the sciences have been lost. So true science, and the knowledge of magic has been lost as well. Much of what is left today has been cobbled together piecemeal like.
I was thinking about keeping the exact nature of the fall a secret for story reasons. I am looking at various versions of the artificer and mechanic type classes.
Well system wise I am not worried. I am importing some rules to deal with "tech" from the Iron Kingdom books, as they did an amazing job with it as far as I am concerned.
Epic Meepo wrote:
Just now noticed that.. er I meant that it is about the size of Jupiter, and then they got all tech about the weather and stuff, good fact spotting, you get a +1.As things are coming into focus more, they all were getting tech because 2 of the players were looking at 2 different peoples from almost opposite sides of the realm in question and a 3rd player was going "well how can they be in the same region" (etc etc) and that is where it all began I was just informed.
But I stand by "Some things people cannot suspend disbelief"
No loss of terrain types or locals for adventure. But it seemed to some people I showed it to, to be too large a land mass, but then when I explained it was a world larger then Mars, they got all technical about various weather, tectonics, and other things.
Thanks for the feedback all, and the link the David will deff help with some of the finer details I was wrestling with. As for the world size, I have a map I am working from based on continental shifts, it shows a rough outline of the states and all the immediate areas around it, it doesn't look unnaturally large to me but then again I tend to think of epic scales, never had the nack for small settings.
I am working on a home brew setting and have been toiling away off and on for well about 10 years on this one world in particular. I showed a map sketch to a friend, and it had a compass and mile marker on it, and he saw this and asked:
I like the idea, maybe the equipment in general has to be masterwork to start with, and there can be different types of sockets, maybe size related? Each size has only so many types of "stones" or items that be added to it. IE Dragon Blood stones are powerful and there for cannot be set into anything but large sockets? I will add this to the list of things to toy with.... (damn it's getting long)
I usually suggest a fractal world generator when folks ask, such as: donjon World Generator.
Oh I used to use this all the time back in 3.0-5, but when I went without a comp of my own for a couple years I lost track of it. Thanks for posting it, I was also talking about this but couldn't recall the site. I can show them now and prove I am not a senile old man at the gaming store. LOL
Adamantine Dragon wrote:
I had several notebooks myself like that, and unfortunately they seem to have vanished in the last move I made. I am in the long process of beginning it again
Well, toying with several things atm for a couple different games had me explaining a couple things to new players. One asked me something that made me pause for a minute. "How do you create a world?"
Belle Mythix wrote:
....so it's not the setting fluff, just the fluff? I think you mean class fluff specifically? If so, it the setting fluff doesn't support the class fluff, it's a legitimate reason to make it gone. Again like I said if no X around, then it doesn't exist.
I don't see how limiting character options to what fit into the particular game's flavor being a bad thing? Is it just me, or do gamers today care only about their character and not the continuity of the setting and the overall meta game?
There are rules for taunts and the bluff skill, basically you use bluff to taunt the target, opposed by a sense motive check. If the bluff wins out, the target gets a -1 on attack rolls and AC till the next turn. It's a standard action, doesn't provoke AoO.
I can speak from both sides of the fence, more as a GM. I ban classes if they do not fit the feel and world I am working with. I generally make my own worlds, or tweek them horribly to do what I want if premade.
Been working on a home-brew setting for a while now, and was trying to make things be a bit different and add some new twists to it. Was looking at a couple different things and the character themes from 4th ED (gasps) is looking more and more like something I want.
The Leaping Gnome wrote:
great minds think alike? I have a massive folder filled with over 20 years worth of ideas for settings and stuff. That was a newer addition after sitting down and reading some lore on the Outlands, as well as some lore for the game Aion.
Been toying with a world event known as "the Sundering" in which a evil god is killed, but before the forces of good could rejoice, his death throes cause mass devastation and tear the world asunder.
Or perhaps a primordial died in the area, and caused the lands to erupt upwards and due to some odd quirk of nature, they just never came crashing back down, but hang suspended.
I finally got to watch all of Avatar and Pandora was exactly how I have always seen this idea in my head when making floating lands.
As far as worlds go, I always like to stick close to what our world is like but always add in twists. I will prob catch some serious fire over this, but maybe a world like Outlands from WoW?
I take things on a case by case, but what has really got me thinking this is the setting I am toying with has a lot of new races, and some of the old aren't around, as well, some classes are gone outright and some archetypes are..... rare.
At my local hobby shop I overheard a interesting talk going on. With the release of the races book, and soon the equipment book, some of the people were talking about if a setting should allow for everything from the books. There were some who were into this idea of drinking from the fire hose, as it were, and there were those that were opposed. Some said if a setting has everything, then there is nothing that makes it unique and interesting.
I have borrowed from video games and science in general, stuff like Orichalcum, arcanite, obsidian, glass, etc etc. I can dig out my folders on them if you'd like.
Interesting ideas there I do see something I could use thanks for the input.
With the upcoming Races book, I wish I could get my grubby hands on it now, because I like a lot of what I am seeing in the teasers, and it would be a great help to me right now to have it to move along with the initial stages of developing "unique" dwarves.
Finally got that pesky real world away from my fantasy, and am getting back into working on this project. I am working on ideas how to make the race different (clans, families, etc etc) without defaulting to sub-races.In Fantasy Craft, they have "Talents" for human characters to take, they give a ability adjustment of some kind, and a few other things to add flavor (example: Agile +2 Dex, Base speed 30, and a few things to show the character being agile.) I was thinking about using something like this converted to PF to show a general talent the character has developed due to upbringing. This would help break up the static ability scores that all characters would begin with.
While the "Specialty" would be something derived from the Clan the belong to. The Specialty" gives class and skill bonuses and possibly a feat as well. This would show the difference between the clans and add even more flavor.
Ideas, comments, suggestions? Feedback as always very welcome.