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<blockquote data-quote="nyrfherdr" data-source="post: 135937" data-attributes="member: 3394"><p>Lot's of cool ideas.</p><p></p><p>Here are some that have been used in the past that should be familiar to many of you.</p><p></p><p>1. Wizards are responsible for destroying much of the world. They are still as powerful as ever and attractive to players, but they are forced to be very careful in cities or other crowded places or face vigilante justice (ala Dark Sun), which makes for a forever diminishing number of wizards.</p><p></p><p>2. Add a twist to any race to break the mold. Sovereign Press did a wonderful job with their Sovereign Stone books and world. Check out the Orcs, Dwarves and Elves. Very different feel.</p><p></p><p>A friend of mine made Ogres the mercenaries of the world. They were physically strong, mean and excellent fighters. They were typically encountered as cavalry (on a Rhinoceros!) You did not mess with them.</p><p></p><p>3. Make carrying weapons and wearing armor illegal except for soldiers, or nobles. (like in many ancient cultures). The spellcasters and monks say... No problem, but how would the fighters and rogues react? </p><p></p><p>4. If you go with a low magic world... Make 'trail rations' what they really were. Really stale bread with weavils and moldy cheese. Make the search for food part of the adventure.</p><p></p><p>5. In your cities, who are the day laborers. The humans? Try having goblins and hobgoblins be paid coppers for cleaning the streets and carrying burdens. Where then do they live? In a squatters warren or across the river in the goblin 'suburbs'? Where do you find the goblin called Skinner among thousands?</p><p></p><p></p><p>Nothing earthshatteringly original, but more stuff to think about.</p></blockquote><p></p>
[QUOTE="nyrfherdr, post: 135937, member: 3394"] Lot's of cool ideas. Here are some that have been used in the past that should be familiar to many of you. 1. Wizards are responsible for destroying much of the world. They are still as powerful as ever and attractive to players, but they are forced to be very careful in cities or other crowded places or face vigilante justice (ala Dark Sun), which makes for a forever diminishing number of wizards. 2. Add a twist to any race to break the mold. Sovereign Press did a wonderful job with their Sovereign Stone books and world. Check out the Orcs, Dwarves and Elves. Very different feel. A friend of mine made Ogres the mercenaries of the world. They were physically strong, mean and excellent fighters. They were typically encountered as cavalry (on a Rhinoceros!) You did not mess with them. 3. Make carrying weapons and wearing armor illegal except for soldiers, or nobles. (like in many ancient cultures). The spellcasters and monks say... No problem, but how would the fighters and rogues react? 4. If you go with a low magic world... Make 'trail rations' what they really were. Really stale bread with weavils and moldy cheese. Make the search for food part of the adventure. 5. In your cities, who are the day laborers. The humans? Try having goblins and hobgoblins be paid coppers for cleaning the streets and carrying burdens. Where then do they live? In a squatters warren or across the river in the goblin 'suburbs'? Where do you find the goblin called Skinner among thousands? Nothing earthshatteringly original, but more stuff to think about. [/QUOTE]
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