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Day One of a Brand New World
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<blockquote data-quote="Lord Pendragon" data-source="post: 1287347" data-attributes="member: 707"><p>A large part of me agrees with Buttercup. However, to offer some advice on how it might work:</p><p></p><p>* You might consider making it the first few decades of a new world, rather than the first day. Allow players to create fully developed characters, including classes, skills etc. But explain to them that the characters' fathers have no memories of childhood, and there are no grandfathers. This would preserve the players' ability to create characters of their own, which is a large part of the fun of the game.</p><p></p><p>* Just because orcs haven't proven they are evil doesn't mean they <em>aren't</em>, in fact, evil if you decide they should be. A humanoid village attacked for the first time by strange, alien creatures they've never seen before would be just as exciting as a village attacked by "the hated orcs." In a young world, humanoids won't have an excuse to attack traditionally evil races first, but if evil races are still evil, they're bound to start hostilities.</p><p></p><p>* The campaign might revolve around exploration. If the world is so young, then the PCs will probably have to come from the same village, and there may only be a tiny bit of the surrounding area mapped for hunters and gatherers. The PCs can be the explorers, discovering rival tribes, new races, etc.</p><p></p><p>* You might need to have your bigger dungeons be natural formations, rather than built-places. No ancient temples or dungeons, but instead expansive volcanic tunnels, tide caves, etc. And if you choose to go the few-decades-old route, that's still enough time for simpler temples and such to be built.</p><p></p><p>Just a few ideas.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1287347, member: 707"] A large part of me agrees with Buttercup. However, to offer some advice on how it might work: * You might consider making it the first few decades of a new world, rather than the first day. Allow players to create fully developed characters, including classes, skills etc. But explain to them that the characters' fathers have no memories of childhood, and there are no grandfathers. This would preserve the players' ability to create characters of their own, which is a large part of the fun of the game. * Just because orcs haven't proven they are evil doesn't mean they [i]aren't[/i], in fact, evil if you decide they should be. A humanoid village attacked for the first time by strange, alien creatures they've never seen before would be just as exciting as a village attacked by "the hated orcs." In a young world, humanoids won't have an excuse to attack traditionally evil races first, but if evil races are still evil, they're bound to start hostilities. * The campaign might revolve around exploration. If the world is so young, then the PCs will probably have to come from the same village, and there may only be a tiny bit of the surrounding area mapped for hunters and gatherers. The PCs can be the explorers, discovering rival tribes, new races, etc. * You might need to have your bigger dungeons be natural formations, rather than built-places. No ancient temples or dungeons, but instead expansive volcanic tunnels, tide caves, etc. And if you choose to go the few-decades-old route, that's still enough time for simpler temples and such to be built. Just a few ideas. [/QUOTE]
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