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A Sherwood Forest campaign - input needed
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<blockquote data-quote="Jorunkun" data-source="post: 4015334" data-attributes="member: 57929"><p>Depends on how close to the literary original you want to be. If the answer is "very", the result would be a low level (E6?), very low magic, humans-only campaign, with fighters, rangers/scouts and rogues as the main classes. </p><p></p><p>Depending on how much you make of the celtic "Herne" elements and Friar Tuck, you might also allow toned-down (pagan) druids and (christian) clerics, and possibly some fey-like beings, but that's it for magic or elements of the fantastic.</p><p></p><p>Consider basing it off the TV series "Robin of Sherwood" - they have taken some liberties with the original story, but expanded the fantasy elements such as Nasir and the whole crusades/asassin background, sorcery (ie. the Sheriff's brother something de Belem sp?), black knights, Robin's second coming etc.</p><p></p><p>In terms of plot, I'd say the setting's main strength is the outlaw angle. PCs are outdoors a lot and are usually on the run, so pacing and lead-ins to adventures are not a problem.</p><p></p><p>The main issue is the lack of variety in terms of adversaries: You basically wind up battling Norman warriors of various levels every session. Also, how do you wind up such a campaign? There's no way the PCs can conceivably "win" and drive the Normans out of England, can they?</p><p></p><p>Btw, there used to be an excellent "Robin Hood" sourcebook out, I think it was for GURPs or Rolemaster.</p></blockquote><p></p>
[QUOTE="Jorunkun, post: 4015334, member: 57929"] Depends on how close to the literary original you want to be. If the answer is "very", the result would be a low level (E6?), very low magic, humans-only campaign, with fighters, rangers/scouts and rogues as the main classes. Depending on how much you make of the celtic "Herne" elements and Friar Tuck, you might also allow toned-down (pagan) druids and (christian) clerics, and possibly some fey-like beings, but that's it for magic or elements of the fantastic. Consider basing it off the TV series "Robin of Sherwood" - they have taken some liberties with the original story, but expanded the fantasy elements such as Nasir and the whole crusades/asassin background, sorcery (ie. the Sheriff's brother something de Belem sp?), black knights, Robin's second coming etc. In terms of plot, I'd say the setting's main strength is the outlaw angle. PCs are outdoors a lot and are usually on the run, so pacing and lead-ins to adventures are not a problem. The main issue is the lack of variety in terms of adversaries: You basically wind up battling Norman warriors of various levels every session. Also, how do you wind up such a campaign? There's no way the PCs can conceivably "win" and drive the Normans out of England, can they? Btw, there used to be an excellent "Robin Hood" sourcebook out, I think it was for GURPs or Rolemaster. [/QUOTE]
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A Sherwood Forest campaign - input needed
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