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Advancing magic?
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<blockquote data-quote="Dalith" data-source="post: 1262481" data-attributes="member: 3181"><p>There are two paths of thoughts I have had on this.</p><p></p><p>The first is my homebrew called the veil worlds. Basically the world is an independent set of three worlds. Earth(science world), Eidren ( medieval fantasy), and the plane of the gods, were everything is magical. </p><p></p><p>The world progression of Eidren is split into Ages and each has room for several campaigns. Basically the magical power level and the type of campaign will put it in a certain age. And each age might have a different system. The first age could be played with an edited modern or sci-fi game in the beginning of the age, and a Mage or high magic system at the end of its age. While a standard D&D game will happen in the 4th age. This may help show difference in power levels, however each system needs tweaking or a logical lead into the next system. </p><p></p><p>Age 1 Settlement.</p><p>Eidren is initially inhabited by dragons and other intelligent decedents of the dinosaurs. However, just before World War III breaks out on earth, several government groups found a path to the world of Eidren. To make sure humanity was not wiped out, a secret migration occurred. These migrations caused a land conflict between dragons and humans, dragons are the obvious superiors over the humans, since human science fails rapidly on Eidren. It’s not till humans discover magic that they can win. Several bio-modifications including what later became dwarfs came from this period. The rift between the worlds lasted only a time before being closed off, leading to everyone being stuck. </p><p>SYSTEM(Run using D20 modern with some high magic added. Maybe White Wolf going to Mage the Ascension)</p><p></p><p>Age 2 Mage Wars</p><p>Eventually humans drive back the dragons. However in increasing greed the rare types mage fight over power. This rips the land apart and destroys much of civilization in it’s wake. This also drains magic in the world into almost nothing.</p><p>SYSTEM(Mage the Ascension, done in a war game style)</p><p></p><p>Age 3 Birth of Magic </p><p>People surviving the holocaust Disdained magic and Eidren became much like earth’s medieval ages. Slowly magic crept back into the world. It had been long enough that many believed no such things existed, while other clung to the fear caused in the Mage wars. Magic is not powerful, but since there is so little any mages can command great respect by mere illusions and bluffs. </p><p>SYSTEM(D20, but with lower powered magical class with distinct flavors. Sprit masters, Chance spinners, and demonologist) </p><p></p><p>Age 4 New Gods</p><p>Eventually a set of new gods shows up. Basically they herald the entrance of true clerics. It times when magic is accepted and many use it as a path to power. Wizards and sorcerers show up as more methodical and less chancy use of magic. Though some of the more powerful of the older classes are still around like demonologist and seers. </p><p>SYSTEM( this uses the standard D&D systems with some racial changes and NPC classes to fit the flavor of the world.)</p><p></p><p></p><p>Basically for me I just pick the type of campaign I want to do and place it in this world. Although I plan to run the 3rd Age before the 4th just to give some world background in the later areas.</p><p> </p><p>----------------------------------------------------------------------------</p><p></p><p>The other idea I just had reading this is you might steal from myths like Arthurian legends or others. Start with Greek/druid campaign then run a slightly post Arthurian were Author just died and old druid magic is replaced by new religious magic.</p></blockquote><p></p>
[QUOTE="Dalith, post: 1262481, member: 3181"] There are two paths of thoughts I have had on this. The first is my homebrew called the veil worlds. Basically the world is an independent set of three worlds. Earth(science world), Eidren ( medieval fantasy), and the plane of the gods, were everything is magical. The world progression of Eidren is split into Ages and each has room for several campaigns. Basically the magical power level and the type of campaign will put it in a certain age. And each age might have a different system. The first age could be played with an edited modern or sci-fi game in the beginning of the age, and a Mage or high magic system at the end of its age. While a standard D&D game will happen in the 4th age. This may help show difference in power levels, however each system needs tweaking or a logical lead into the next system. Age 1 Settlement. Eidren is initially inhabited by dragons and other intelligent decedents of the dinosaurs. However, just before World War III breaks out on earth, several government groups found a path to the world of Eidren. To make sure humanity was not wiped out, a secret migration occurred. These migrations caused a land conflict between dragons and humans, dragons are the obvious superiors over the humans, since human science fails rapidly on Eidren. It’s not till humans discover magic that they can win. Several bio-modifications including what later became dwarfs came from this period. The rift between the worlds lasted only a time before being closed off, leading to everyone being stuck. SYSTEM(Run using D20 modern with some high magic added. Maybe White Wolf going to Mage the Ascension) Age 2 Mage Wars Eventually humans drive back the dragons. However in increasing greed the rare types mage fight over power. This rips the land apart and destroys much of civilization in it’s wake. This also drains magic in the world into almost nothing. SYSTEM(Mage the Ascension, done in a war game style) Age 3 Birth of Magic People surviving the holocaust Disdained magic and Eidren became much like earth’s medieval ages. Slowly magic crept back into the world. It had been long enough that many believed no such things existed, while other clung to the fear caused in the Mage wars. Magic is not powerful, but since there is so little any mages can command great respect by mere illusions and bluffs. SYSTEM(D20, but with lower powered magical class with distinct flavors. Sprit masters, Chance spinners, and demonologist) Age 4 New Gods Eventually a set of new gods shows up. Basically they herald the entrance of true clerics. It times when magic is accepted and many use it as a path to power. Wizards and sorcerers show up as more methodical and less chancy use of magic. Though some of the more powerful of the older classes are still around like demonologist and seers. SYSTEM( this uses the standard D&D systems with some racial changes and NPC classes to fit the flavor of the world.) Basically for me I just pick the type of campaign I want to do and place it in this world. Although I plan to run the 3rd Age before the 4th just to give some world background in the later areas. ---------------------------------------------------------------------------- The other idea I just had reading this is you might steal from myths like Arthurian legends or others. Start with Greek/druid campaign then run a slightly post Arthurian were Author just died and old druid magic is replaced by new religious magic. [/QUOTE]
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