| Goraxes |
So i want to do a New World, or New to the world style game. The Planet does not need to be new, it could have ruins of old civilizations, But everything is new to the players.
2 options:
1.) They were born here. Problem is trying to have them born here with nothing here. Does not really work so well if you try to get story involved.
2.) they arrive via portal, magic, or Divine Intervention. Now how would you do that with out them bringing tech, magic, etc?
The Idea was to use advanced race guide, and let each player design 3 races they would like to play (give them like 10 points). Require them to give some background on them, etc. Then i would pick 1 from each to use. I already have some area's designed out for the world.
Just not sure how to start it up and have it all make sense. :/
| Juda de Kerioth |
let them use 15 points buy instead of ten (aasimar has this 15 points). and let them use it.
or let them take a base core race, and check the total points and give them the rest to reach the 15 as a free points.
we make that, and every trait from Ultimate Campaign costs 1 RP
Extra Feat Cost 3 RP
Extra stat point cost 5 RP
also, they can take some race build for their base race...
| Goth Guru |
Both. The core races were placed by whoever created the game world, probably some pre-titan diety of Genesis. Other people and stuff keeps arriving via some Torchwood like rift storm. Note that nothing is big enough to allow recharging lasers or making exotic bullets. The walk ins are all from worlds that broke up so there is no going home, but plane shift works.
| The Quite-big-but-not-BIG Bad |
There are also 2 more options (which I've both used in the past). They're both quite similar to one-another, although the first has a heavy 'exploration of the new world' theme and the second a 'reclamation of the glory of the former world' theme.
3) The PCs are part of an expeditionary force led by an organisation from their home world/planet/continent whatever. This organisation has opened a permanent magical portal between their home and the new world and a small forward base/settlement has been set up. The PCs can venture forth from that forward base and return for supplies, selling their finds, information, missions, support and R&R. See most colonization-themed science fiction books and movies, such as Spielberg's Terra Nova.
4) When the world was nearing a cataclysm (I used the decline of magic), the civilization of the PCs fled into a magical sanctuary where time moved very slowly (I used a specialized demiplane). The refugees built a city and resided there for a few centuries subjective time, while in reality thousands of years passed in real-time. By now the effects of the cataclysm have faded and the PCs are part of an exploration/reclamation force that will venture out to see if there are still remnants and relics of their civilization's former might left. See the Fallout games or the fleeing of Golarion's Elves to Sovyrian in response to the Earthfall and the Age of Darkness
Alternatively: only the PCs went into stasis, while the rest of their civilization underwent the cataclysm (or just centuries of decline). See the tale of Rip van Winkle or the series Red Dwarf.