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[3.5] Post-Apocalyptic Adventure
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<blockquote data-quote="HoboGod" data-source="post: 5249632" data-attributes="member: 90920"><p>I'm in the process of planning a post-apocalyptic DnD game. Currently, I'm DMing an evil campaign where my players fully understand that the completion of their dark master's ambition means the end of civilization. When they've completed the game, likely around level 15-20, I shall take their character sheets and turn them into the villains of the new world they've created, 50 years later. Some villains will lose levels, some shall remain the same, perhaps others shall grow stronger. It will be fun! However, I want the world to authentically represent the decay of a civilization. For this, I'd like some advice on a couple of topics!</p><p></p><p>This will be a restricted gestalt game. Every player must gestalt with at least one savage character class. For example, most variants of barbarian, most variants of druid, and the savage bard variant are all acceptable. What other possibilities do my players have?</p><p></p><p>Technology should be all but lost. All items made by forging metal become minor artifacts in terms of rarity and availability. What other restrictions should I make to fit this theme? What weapons and armor should my monsters be looking to use?</p><p></p><p>Most importantly, what books should I be reading? Every major city will become a necropolis, so Libiris Mortis and Ghostwalk is a must. The world will become cold and barren, so Frostburn of course. I still need a good book for tribal and barbarian lifestyles. I wouldn't know what aberrations to use in this kind of world. Also, I need more books with any topics related to hardship, disease, slavery, and ruins.</p></blockquote><p></p>
[QUOTE="HoboGod, post: 5249632, member: 90920"] I'm in the process of planning a post-apocalyptic DnD game. Currently, I'm DMing an evil campaign where my players fully understand that the completion of their dark master's ambition means the end of civilization. When they've completed the game, likely around level 15-20, I shall take their character sheets and turn them into the villains of the new world they've created, 50 years later. Some villains will lose levels, some shall remain the same, perhaps others shall grow stronger. It will be fun! However, I want the world to authentically represent the decay of a civilization. For this, I'd like some advice on a couple of topics! This will be a restricted gestalt game. Every player must gestalt with at least one savage character class. For example, most variants of barbarian, most variants of druid, and the savage bard variant are all acceptable. What other possibilities do my players have? Technology should be all but lost. All items made by forging metal become minor artifacts in terms of rarity and availability. What other restrictions should I make to fit this theme? What weapons and armor should my monsters be looking to use? Most importantly, what books should I be reading? Every major city will become a necropolis, so Libiris Mortis and Ghostwalk is a must. The world will become cold and barren, so Frostburn of course. I still need a good book for tribal and barbarian lifestyles. I wouldn't know what aberrations to use in this kind of world. Also, I need more books with any topics related to hardship, disease, slavery, and ruins. [/QUOTE]
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