Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
4e Heroic Souls (FULL/CLOSED - accepting alts)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="doghead" data-source="post: 4185425" data-attributes="member: 8243"><p>ooc - PoL single</p><p></p><p></p><p></p><p>Yeah, I get this. I work much better with feedback, especially critical feedback and new or alternate ideas.</p><p></p><p></p><p></p><p>Not really sure what you mean.</p><p></p><p></p><p></p><p>This I get. It presents a much lower barrier to entry. And people do tend to get caught up in verisimilitude concerns with more historical settings. Of course, pseudo medieval European settings are historical in a way, but the territory has been so richly worked that people are more comfortable with the 'pseudo' element.</p><p></p><p>[sblock=Japan]Me too. Nearly four years in Tokyo, then nearly four in Fukuoka. Karatsu jo is one of my favourites - and the image of it came to mind when thinking about the setting. My Japanese is not so good though - I've never really been able to keep languages once I stop using them. </p><p></p><p>How is Singapore? I've passed through heaps of times, but never seen the city. I always meant to take one of the tours, but after stretching my legs, having a massage or swim, then getting a meal, the time seems to have disappeared.[/sblock]</p><p></p><p></p><p></p><p></p><p></p><p>You could eliminate farmland through the use of create food and water spells. This would could actually alleviate the need for most labour, milling, baking would also be unnecessary. But then people would not have much to do, which would create a whole different feel. Magical enhancement of fields, on the other hand, could mean only a small area is needed to sustain the population. Limiting the area could mean that there was enough, but not a lot. You can still have the 'subsistence feel'. Much of the metal worked can come from recycling old material. Tools break and are repaired, no one every really asks where they came from in the first place.</p><p></p><p>Edit: A|State is a game based around a similar premise. There is a single city than no one ever leaves or enters. Its on a much larger scale, but it might be a useful read. IIRC, it was available as a free .pdf download - Team 8 or Something Cubical, Cubical Something games. It had a very <em>sepia</em> tone as well.</p><p></p><p></p><p></p><p>But you obviously have to be the arbiter of how the PC's actions affect their situation, how it contributes to (or detracts from even) the gaining of their <em>heroic soul</em></p><p></p><p></p><p></p><p>Yeah, the old writer instincts kick in. I understand this. I was (am?) guilty of it for a long time, and I think that my games suffered as a result. I go a good bit of advice from Fajitas of <em>Welcome to the Halmea</em> fame. He said that he stopped trying to build in solution sets to his encounters. I reaslised that that was what I had been doing - and then unconsciously guiding the players to those specific solutions. Its hard at first, you tend to worry that the PC's are going to get stuck. But so far I have found that players can be quite inventive and generally manage to sort things out.</p><p></p><p></p><p></p><p>I wasn't really looking for anything, just throwing out possible potential places of interest. My inclination would be to ask everyone to throw at least one idea into the ring. You may not use them (or would it be better to say that the PC's may not use them), but each one potentially gives the PC's something to interact with.</p></blockquote><p></p>
[QUOTE="doghead, post: 4185425, member: 8243"] ooc - PoL single Yeah, I get this. I work much better with feedback, especially critical feedback and new or alternate ideas. Not really sure what you mean. This I get. It presents a much lower barrier to entry. And people do tend to get caught up in verisimilitude concerns with more historical settings. Of course, pseudo medieval European settings are historical in a way, but the territory has been so richly worked that people are more comfortable with the 'pseudo' element. [sblock=Japan]Me too. Nearly four years in Tokyo, then nearly four in Fukuoka. Karatsu jo is one of my favourites - and the image of it came to mind when thinking about the setting. My Japanese is not so good though - I've never really been able to keep languages once I stop using them. How is Singapore? I've passed through heaps of times, but never seen the city. I always meant to take one of the tours, but after stretching my legs, having a massage or swim, then getting a meal, the time seems to have disappeared.[/sblock] You could eliminate farmland through the use of create food and water spells. This would could actually alleviate the need for most labour, milling, baking would also be unnecessary. But then people would not have much to do, which would create a whole different feel. Magical enhancement of fields, on the other hand, could mean only a small area is needed to sustain the population. Limiting the area could mean that there was enough, but not a lot. You can still have the 'subsistence feel'. Much of the metal worked can come from recycling old material. Tools break and are repaired, no one every really asks where they came from in the first place. Edit: A|State is a game based around a similar premise. There is a single city than no one ever leaves or enters. Its on a much larger scale, but it might be a useful read. IIRC, it was available as a free .pdf download - Team 8 or Something Cubical, Cubical Something games. It had a very [i]sepia[/i] tone as well. But you obviously have to be the arbiter of how the PC's actions affect their situation, how it contributes to (or detracts from even) the gaining of their [i]heroic soul[/i] Yeah, the old writer instincts kick in. I understand this. I was (am?) guilty of it for a long time, and I think that my games suffered as a result. I go a good bit of advice from Fajitas of [i]Welcome to the Halmea[/i] fame. He said that he stopped trying to build in solution sets to his encounters. I reaslised that that was what I had been doing - and then unconsciously guiding the players to those specific solutions. Its hard at first, you tend to worry that the PC's are going to get stuck. But so far I have found that players can be quite inventive and generally manage to sort things out. I wasn't really looking for anything, just throwing out possible potential places of interest. My inclination would be to ask everyone to throw at least one idea into the ring. You may not use them (or would it be better to say that the PC's may not use them), but each one potentially gives the PC's something to interact with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
4e Heroic Souls (FULL/CLOSED - accepting alts)
Top