I rather like the idea of a setting with no good drow. When I ran Second Darkness, I changed Jhondron's alignment to NE and spiced things up a bit for him. Death to the Drizzt Do'Urden clones.
This is how I run my PCs in my worlds. I hate the idea of everyone starting at the same level, it always seems too contrived for me. At character creation and in front of me, the player rolls a d2. They get to start at first or second level. Upon death, the player rolls a d4 to a d6 depending on the level of the party and sometimes even higher die values based on the ECL of the party. The player then rolls a character of the ECL minus the value of the die. I implemented this due to my players throwing away characters a tough challenges. In their minds, they would just reroll. This death tax not only broke them of their habit, but also made them invested into their characters. To fair to my players, they are all new to roleplaying for the most part. To also get them to get them more attached to their characters, I reward them for writing character backgrounds. Depending on the starting level of the character, this can be a bonus trait, a bonus feat, bonus starting gold or even bonus experience. The level of the reward is based on the detail of the background. They know my nuances and have begun writing more in depth backgrounds. After all, they're players and want the "fat" rewards. Thankfully, none of them have figured out min-maxing/power gaming yet. We'll have to cross that bridge when we come to it.
Butch A. wrote:
thelesuit wrote:
These two are some of the best ideas I've read. In addition to whay Butch and thelesuit have to add, what I'd do is have a few goblin survivors take up classes as rangers, each taking a preferred enemy race of one of the PCs. Give them some time to think they're in the clear and have the leveled up, more powerful goblins with ranger class levels extract revenge.
magnuskn wrote:
Not only do I have a job and a family, I still manage to find time. It's not dismissive, it's my opinion.
Vadskye wrote:
Personally, I love this, and is something I've been tinkering with in my own homebrew. I'm glad that someone else was thinking along similar lines. Overall, I liked quite a bit of what you did, but didn't have the time to finish. I'll read more of this tomorrow.
Brandon Hodge wrote:
I've guess I've done stuff like this myself for so long, I just don't get it. I'd rather see you guys do something more innovative or some more of re-imaginings (I can't get enough of those) than a splatbook for lazy GMs. *shrug* To each their own.
Am I the only GM that thinks this book isn't needed? With the Ultimate Campaign, the Inner Sea World Guide, and something similar to this you can easily figure this out yourself.
DMDark wrote: I give the players bonus xp for contributing to the setting. Adding a settlement or monsters. Always use the rules of something in pathfinder though. Example would be in our world we have these little werecats called Brakshi. They use Goblin rules. Oh! I like that idea! I'm gonna implement that.
Krodjin wrote:
Here's an interesting article on multiple moons on an Earth sized planet, using earth as the example. http://www.universetoday.com/92148/what-if-the-earth-had-two-moons/
Gnomezrule wrote: Lol yeah its my issue. However to be a major player in Faerun, meaning you can, defy and survive iconic locations, villans,.cities you need some serious exp. At least that is how it felt to me back in 3.x. Whereas Gol seems a much thinner population of high level people running around. Yeah. That and the inevitable, "You can't do that in the Forgotten Realms because __________," arguments.
If you're not opposed to spending a little cash, I suggest the following invaluable tools in my arsenal. The Tome of Adventure Design
Wow. I'm surprised. I didn't think there would be so much dislike for the smaller races. If I decide to keep gnomes, I think I'll pull a lot of inspiration from the Paizo re-imaging of the gnome. My reasoning for this is as such: I have a few players that usually play in my game that love the little races. I don't know why, but it has to do something with their personality. Another reason is as previously mentioned, the Paizo re-imaging ties in closely to what I want to do with the elves. According to early Norse and Germanic mythology, elves were essentially the kings of the fey races. I'm keeping the roots of that essence, keeping the idea of Elfhame (though going to rename it). My problem with these kind of gnomes (thank you Evil Midnight Lurker), is that I really hate the concept. And wanted to do something different with the race as a whole. I'll be working on outlining my thoughts and racial notes on the elf and dwarf races this week, if anyone is interested. For those interested in my thought process behind the elves, you can find most of it here and notice this to see how I do my approach to Dark Elves, pulling from a story from Christian mythos. I like Paizo's stance on there are no good dark elves. I'm really sick of the Drizzt phenomenon.
First off, I apologize for the massive word wall you're about to commit to if it doesn't scare you off immediately. Secondly, I imagine this thread as an evolution to my ideas, gleaning feedback from other creative types and seeking help from said creatives when I hit writer's block as I encroach on the horrifying task of organization. I have filled close to four notebooks of varying sizes over the years working on my own homebrew world/campaign setting and have finally started to sift through all of my ideas and thoughts and have come to a point that I'm starting to organize everything into Microsoft documents. I've reached a point that I'd like some input and I figured here would be as good of a spot as any to ask for opinions and advice. I've already decided that I'm returning to more classic roots and am trying to avoid the Tolkien theme as much as possible. I know that this unavoidable at certain points (at least in my mind), but I don't want to stray as far as say Dark Sun. By classic roots, I refer to our own world mythologies that Tolkien did draw most of his ideas from. Before I start a lot of work on the world itself, I wanted to tackle who lives in it first. As far as I'm concerned I see it working like this. One, who lives in the world shapes the world. Two, once I've decided on the races, I will work on the creation mythos, cosmos, etc (which I have rough ideas on but and stumped with, but one thing at a time). Three, start fleshing out areas, kingdoms, etc. So step one. I want the "core" races in my game. Humans, elves, dwarves, gnomes, half-elves. I'm still torn about halflings. No matter the setting, well excluding Dark Sun, they've always seemed a bit silly to me. As far as humans are concerned, I'm not going to screw with the "stock" fantasy human over much. They're the core, identifiable race that no matter who you are, you can identify with them. I want to return to our mythic roots concerning dwarves and elves. I've already done a ton of reading on the Germanic and Norse roots of elves and I'm going to take that to heart as I create the race from the ground up. Same with the dwarves, though they will take more of the Germanic mythology as the elves will lean more towards the Norse side. What I am stuck on is gnomes. Freaking gnomes. Personally, I hate them, but I have several players in my group that like them, and if I don't include halflings, will gravitate towards them. While researching the mythological source of gnomes, I'm stuck. They're too similar to elves and what I'm wanting to do with them. I'm not opposed to Paizo's re-imagining of the gnome and actually like what they did with the race. It would also fit into my master plan of what I'm wanting to do with the elves, which is to return the elf to the master of the fey fold, returning him to his Norse roots. For now, I'd like some feedback about what some of the players who like gnomes think and from fellow GMs as well, if I haven't bored you already. Many thanks. |