| Spyder25 |
Critzible wrote:Would like to see a well done steampunk style world with the pathfinder rules, with interesting magic systems and odd steambased craft. And base it off a pseudo version of Empiral europe of the late 1600s' and into the 1800s' something like that ie league of extrodinary gentlemen, wild wild west, full metal alchemist, even trigun!
I think this would be fun too! I like the idea of a "points of light" of civilization world, where the points of light are very steampunky, and the wilderness and frontier in between is a combo of Wild West and maybe a dinosaurian Tarzan/Conan.
I think the key thing would be having an established empire or collection of "civilized" countries dealing with a newfound region or area of the world, be it savage dinosaur land, a vast grassland and desert, a new ocean and archipelagos, planar gateways to new universes, etc. etc.
I'm actually making a world somewhat like that. Though, its more like Tarzan/Conan mixed with Iron Kingdoms.
| JosMartigan |
This thread is meant to be a free flowing discussion of an alternative game setting other than Golarian. Just post what you'd like to see.
I'd like to see something that hasn't been done before. It should not resemble Forgotten Realms or Greyhawk or Dark Sun or Ravenloft or Eberron. It might be a totally sea based world (akin to Pirates of Dark Water). It might be a post apocalyptic world (akin too Shanarra). It might be Stone Age. It needs to be something new.
I'd like a world in which the gods aren't known to exist - a world in which either Clerics don't cast Divine Magic or there is some other explanation for Divine Magic (such as the community's pure faith). Also, any church can have priests of every alignment (even if, by 'every alignment', some alignments must be in hiding). So, you can have evil Cardinal Richelieu in a good church.
I'd like a world in which outsiders aren't strongly aligned, but are highly _alien_ in nature.
I want a world with few magic items, but magic items can gain power the longer you own them.
Pirates of Darkwater!
| Indagare |
To take from several different people:
1) Fantastic geography. Flying landscapes, islands that sail the seas, places that only appear at certain times, some places that are bigger inside than out, various natural phenomena associated with magic.
2) Planning out how things would really work with magical beasts - particularly dragons. Things should not look like our world if there are owlbears running around much less winter wolves or dragons. In fact, it's hard for me to imagine how things would end up looking like something out of Medieval Europe given all the ways humanoids could be screwed.
3) Something based on the kingdoms of subSahara Africa, South America, and Polynesia in general. Also poor Australia really needs love.
4) Arcane healing. I've never understood how it is that some arcane casters can tap into the negative energy plane but not the positive one. It won't nerf the Cleric because Clerics can do a lot more a lot better with healing, and it's easy enough to include more spells for Clerics if it seems otherwise. Also, no arcane spell failure with armor.
5) Limiting casters to level 6 spells, but adding more features for their particular class. I'd like to see the Wizard schools broken up and made into separate classes (we already have the Summoner, after all). This would likely take some parts out of Spheres of Power too.
6) Nonstandard standard races. Really, is it so hard to make Orcs a PC race? It doesn't have to be a furry world (though most options for nonstandard races are anthropomorphic animals), but Elves, Gnomes, Dwarves, Halflings, and Humans have been done quite enough, I think.
7) Have a world affected by other planes attached to it. Maybe one section acts/looks like the Beastlands and another like Mechanus. Maybe instead there are Elemental Echos of the world attached to it. Perhaps instead it is some kind of Primordial Prime and thus a Points of Light setting where there is an untamed and untameable wilderness outside inhabited areas and those who venture too far eventually are lost to the wilderness.
I've also tried to request feedback on a different type of setting here which could easily incorporate ideas from this thread.