| Matthias |
So after fiddling about with the new Mythic adventures book I was curious if anyone had looked into Mythic tiers as an alternate progression path. Right now 20/10 is what characters max out at but i was thinking along the lines of running a group that would look like 7-8/10 then doing new exp gains along a modified slow progression (x2 required from current amounts) for remaining levels.
I am more concerned if this would cause any game breaking issues beyond the ones related to power level (i can always modify monsters), and if anyone else has experimented with this style of play since I could not find anything in my searches.
| DonDuckie |
I've thought about accelerating mythic progression, if you do try it out. I would like to hear how it goes.
My thoughts where on the line of 3rd level+mythic+templates(because I would like to try "templates-as-advancement" to create powerful but vulnerable characters who are the stuff of legends.
High tiers give big ability boosts, and really powerful stuff that non-mythic has little defense against, but it should be very possible to run a game like that.
| DonDuckie |
Fair enough. Worldbuilding - start locally and expand. There's nothing wrong with having ideas an working on different things, but add them as you need to add stuff, rather than trying to place everything from the beginning(which I did at first).
And do frequent backups. About four months ago I lost/misplaced all my digital notes and almost 80 pages of finished stuff. I still hope that folder will pop up somewhere.
| AndIMustMask |
worldbuilding can be quite simple if you make a skeleton and build from there (theres also some really helpful GM guides here on the forums with notes on the subject and how to present them interestingly to the players), like, design the town, gets it's population and the crunchy stuff (how much money they can spend on player gear, magic items available if any, etc.), then set up who leads the town and how, major locations to visit and the people who run them, and then look outward for things the town does (why would this town be here? is it a mining or logging town? do they subsist off of frequent merchant caravans that pass through?, and so on), and present challenges inherent in the area--maybe a thieves guild has sprung up and has the town in its clutches, maybe the caravans with their supplies have been waylaid by bandits or ogres that have moved into [semi-well defended location a few days walk from town].
an easy way i find to flesh out people in town is:
-give a basic personality (jovial, gruff, mistrustful, naive, etc.)
-give them a thing and person in town they like (jorald stonecracker, the blacksmith, likes his mead and has a soft spot for children--he frequently gives them sweets when he thinks no one is looking)
-give them a thing and person they dont like (jorald hates rats and other verminous things, and gertrude, the butcher, has been complaining about his workmanship after blunting his knives.)
you can adjust the number of likes/dislikes depending on how easygoing or crotchety the person is.
optionally you could give them virtues or vices (a la whitewolf) that the players can find out about by gossiping with the locals (knowledge local to learn about the residents), like after some schmoozing in the tavern, the party overhears that jorald likes his mead a bit too much (gluttony), and tends to make a fool of himself when drunk--why, just last week he was dancing and singing in the town square fountain! almost got dragged away by the guard, he did. surprisingly good voice though.