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What's the tone of your campaign?
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<blockquote data-quote="Scotley" data-source="post: 1529275" data-attributes="member: 11520"><p>The game I'm still working on will have a seafaring theme with the game taking place in an island empire just recovering from a magical plague. The game isn't really dark or low magic. Powerful items aren't for sale at ye olde wal-mart, but there are some magical public works and mundane disease is largely healed. I'm stiving for a mix of realism and high fantasy. In other words their is a logic to magic, and higher powers are having an impact on the lives of normal people. Most of the sillyness and humor is out of character at our game table. The players are mostly old friends who don't have a chance to get together that often, so we tend to socialize and wander off topic. Because of the infrequent play I'm going to try and keep the sessions high action al a summer movies with plot twists and machinations going on behind the scenes between sessions via phone and email. There will be primative fire arms and psionics ala the Xpsihb. Orcs, a few giants and centaurs live with humans, dwarves, halflings, and gnomes. The elves (reguardless of color) are evil and live on the mainland. They are too greedy to let the empire cut down any of their trees for wood to build more ships which are the lifeblood of the empire. I've been reading a lot of Dumas and Sabatini for the swashbuckling feel. There will be a considerable gap between the haves (wealthy powerful sealords and merchant guilds) and the have nots (pretty much every body else). Following the plague (almost certainly the work of evil elves) some islands of the empire have fallen into chaos. The plague sometimes kills and sometimes transforms victoms into beast men. The dead often rise as undead. This leaves places of danger, mystery and plunder near realatively normal civilized places. The players are special people with a special destiny to rise in power and have a chance to save the world or at least the empire. </p><p></p><p>Scotley</p></blockquote><p></p>
[QUOTE="Scotley, post: 1529275, member: 11520"] The game I'm still working on will have a seafaring theme with the game taking place in an island empire just recovering from a magical plague. The game isn't really dark or low magic. Powerful items aren't for sale at ye olde wal-mart, but there are some magical public works and mundane disease is largely healed. I'm stiving for a mix of realism and high fantasy. In other words their is a logic to magic, and higher powers are having an impact on the lives of normal people. Most of the sillyness and humor is out of character at our game table. The players are mostly old friends who don't have a chance to get together that often, so we tend to socialize and wander off topic. Because of the infrequent play I'm going to try and keep the sessions high action al a summer movies with plot twists and machinations going on behind the scenes between sessions via phone and email. There will be primative fire arms and psionics ala the Xpsihb. Orcs, a few giants and centaurs live with humans, dwarves, halflings, and gnomes. The elves (reguardless of color) are evil and live on the mainland. They are too greedy to let the empire cut down any of their trees for wood to build more ships which are the lifeblood of the empire. I've been reading a lot of Dumas and Sabatini for the swashbuckling feel. There will be a considerable gap between the haves (wealthy powerful sealords and merchant guilds) and the have nots (pretty much every body else). Following the plague (almost certainly the work of evil elves) some islands of the empire have fallen into chaos. The plague sometimes kills and sometimes transforms victoms into beast men. The dead often rise as undead. This leaves places of danger, mystery and plunder near realatively normal civilized places. The players are special people with a special destiny to rise in power and have a chance to save the world or at least the empire. Scotley [/QUOTE]
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