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How I adapted the icons to work in my Neverwinter campaign
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<blockquote data-quote="Dungeoneer" data-source="post: 6349302" data-attributes="member: 91777"><p>I hear ya. I too have struggled to come to turns with using the icons in non-Dragon Empire settings. Bravo for making the effort, though! In theory it seems like it should work pretty well, as the Neverwinter setting as presented has lots of intrigue and different factions and powers vying for influence.</p><p></p><p></p><p></p><p>These sound pretty good to me (I have the NW setting book but have only skimmed it, so I'm no expert). I do notice that you have gone out of your way to 'reskin' all 13 icons. I don't think that that is STRICTLY necessary. </p><p></p><p>The important thing is not that you find an analog for every icon but that you offer your players a good mix of good, evil and ambiguous icons to have relationships with. If, for instance, there isn't really a Crusader-type figure in the NW setting, leave it out! Or replace with another major figure that is more relevant, even if they aren't a 'dark paladin' type. </p><p></p><p><a href="http://parttimehobbyist.blogspot.com/2014/07/the-ashen-coast-creating-icons-for-13th.html" target="_blank">Over on his blog</a>, Lester Gash has been talking about adapting the icons to his own homebrew setting. He wrote something I thought was brilliant:</p><p></p><p></p><p>I think this is it in a nutshell: icons are living plot hooks. They are great because they let the characters know what parts of the world you, as the DM, think would make good stories. And they let the players respond by telling you which ones specifically appeal to them!</p><p></p><p>So for example if you do indeed use Gauntlgrym for the dwarf lord and a couple players pick it, that tells you that Gauntlgrym should indeed be a focus of your campaign.</p><p></p><p>On the flip side if there's an icon that doesn't appeal to you as a campaign focus, drop it. </p><p></p><p>Just some personal thoughts. I'd be interested to know how this works out for you!</p></blockquote><p></p>
[QUOTE="Dungeoneer, post: 6349302, member: 91777"] I hear ya. I too have struggled to come to turns with using the icons in non-Dragon Empire settings. Bravo for making the effort, though! In theory it seems like it should work pretty well, as the Neverwinter setting as presented has lots of intrigue and different factions and powers vying for influence. These sound pretty good to me (I have the NW setting book but have only skimmed it, so I'm no expert). I do notice that you have gone out of your way to 'reskin' all 13 icons. I don't think that that is STRICTLY necessary. The important thing is not that you find an analog for every icon but that you offer your players a good mix of good, evil and ambiguous icons to have relationships with. If, for instance, there isn't really a Crusader-type figure in the NW setting, leave it out! Or replace with another major figure that is more relevant, even if they aren't a 'dark paladin' type. [URL="http://parttimehobbyist.blogspot.com/2014/07/the-ashen-coast-creating-icons-for-13th.html"]Over on his blog[/URL], Lester Gash has been talking about adapting the icons to his own homebrew setting. He wrote something I thought was brilliant: I think this is it in a nutshell: icons are living plot hooks. They are great because they let the characters know what parts of the world you, as the DM, think would make good stories. And they let the players respond by telling you which ones specifically appeal to them! So for example if you do indeed use Gauntlgrym for the dwarf lord and a couple players pick it, that tells you that Gauntlgrym should indeed be a focus of your campaign. On the flip side if there's an icon that doesn't appeal to you as a campaign focus, drop it. Just some personal thoughts. I'd be interested to know how this works out for you! [/QUOTE]
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