Kweezil
Caffeinated Reprobate
My current campaign came crashing to a halt today. After surviving a dragon, fiends, the terrors of the underdark, and the opening battle of a war destined to change the world, my brave PCs died while exploring the ruins of an ancient wizard's tower (not quite as cliche as it sounds, honest) - four to one trap in quick succession, and the last (the dwarven fighter with the insane Constitution) to the blanket of CO2 that filled the lower levels. Natural '1's are a killer. With no chance of dice fudging or even deus ex machina to save them, the campaign was a write-off. At least we all agreed it was a fair ending.
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With no game left, I'm pulling out an idea I've been brewing, but unfortunately it's still half-done, so I need a little help. The idea is to set a game in the early prehistory of my campaign world - the equivalent of the classical/Age of Legends era where the world was new, gods walked the earth and men were Men etc. The time of great legends and heros (and at least 6000 years and one world-shaking cataclysm before the main time-period of the world, so no chance of players mangling my history too badly).
I'm looking for any help or guidance that folk have for games set in this sort of era.
So far - I'm intending to use the gestalt rules from UA with some of the Heroic Powers from Four Colors to Fantasy to emulate the mythic feel of larger-than-life heros (this idea actually came from a discussion of how gestalts could be used in game without being completely overpowered), and tailoring the classes to the particular character and to preserve uniqueness - eg. one character is gestalt Fighter/Jedi (heavily converted, no lightsaber) to represent an unusual master swordsman, one spellcaster is using the Mage from Elements of Magic, while the bard is using spellsongs from the Book of Eldritch Might.
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With no game left, I'm pulling out an idea I've been brewing, but unfortunately it's still half-done, so I need a little help. The idea is to set a game in the early prehistory of my campaign world - the equivalent of the classical/Age of Legends era where the world was new, gods walked the earth and men were Men etc. The time of great legends and heros (and at least 6000 years and one world-shaking cataclysm before the main time-period of the world, so no chance of players mangling my history too badly).
I'm looking for any help or guidance that folk have for games set in this sort of era.
So far - I'm intending to use the gestalt rules from UA with some of the Heroic Powers from Four Colors to Fantasy to emulate the mythic feel of larger-than-life heros (this idea actually came from a discussion of how gestalts could be used in game without being completely overpowered), and tailoring the classes to the particular character and to preserve uniqueness - eg. one character is gestalt Fighter/Jedi (heavily converted, no lightsaber) to represent an unusual master swordsman, one spellcaster is using the Mage from Elements of Magic, while the bard is using spellsongs from the Book of Eldritch Might.
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