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Adventures through the ages - or whats the difference between Gilgamesh and Arthur?
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<blockquote data-quote="I'm A Banana" data-source="post: 1264606" data-attributes="member: 2067"><p>Ninjas.</p><p></p><p>Bronze age archer-ninjas.</p><p></p><p>Never ever forget to include ninjas in your campaign setting. Ever. Or they will display their Real Ultimate Power for you to behold!</p><p></p><p>Uhmm......</p><p></p><p>On a more serious note, since I inspire my campaigns around myth, certainly there's a marked difference in Bronze Age vs. Medieval. The Good/Evil distinction is thinner...even your enemies may be pretty decent gents. The impact of the gods is felt everywhere. Even if they aren't directly seen, their hand is felt, as it goes about manipulating events behind the scenes. Mass combat is nearly a must. While you can get away with fuedal people bein' all peaceful and slayin' dragons in a world without war in a Medieval campaign, the mass was more important than the individual to most mythic Bronze Age societies, and thus when one person went to war, his ENTIRE FRICKIN COUNTRY followed behind him. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Spears look cool, and clubs look tribal. If you're Gilgamesh, don't be affraid to have your never-ending quest be futile in the end (it's not about the treasure, it's about your relation to it!). If you're Greek, don't be affraid to be completely bat-frickin' bonkers with respect to a few traits (hey, you're the kids of gods, you can afford to be a bit severing of social norms!), but don't give in too much (or the norms push back, and feed you your own children for the sins of your grandpappy). You're probably ruled by your priests or your warriors, or both in some cases.</p><p></p><p>If you're going more "traditional D&D with spears and horsehair," it gets a bit wonkier....mostly due to the wild and crazy monsters you need to stick in...though you'll probably get a lot of use out of classical and aquatic beasts. Wizards and clerics and sorcerers are all the same, in a game-world view (who cares if you're a natural philosopher, a seer, or a thrice-removed nephew of a nymph? You're workin' UNNATURAL POWERZ, man!)....fighters and spellcasters dominate the field, though trixy rogues have their place. Barbarians is everyone else. </p><p></p><p>And the ninjas will ride in on a chariot, flip over the seat, and wail on your entire hoplyte army hardkore!</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1264606, member: 2067"] Ninjas. Bronze age archer-ninjas. Never ever forget to include ninjas in your campaign setting. Ever. Or they will display their Real Ultimate Power for you to behold! Uhmm...... On a more serious note, since I inspire my campaigns around myth, certainly there's a marked difference in Bronze Age vs. Medieval. The Good/Evil distinction is thinner...even your enemies may be pretty decent gents. The impact of the gods is felt everywhere. Even if they aren't directly seen, their hand is felt, as it goes about manipulating events behind the scenes. Mass combat is nearly a must. While you can get away with fuedal people bein' all peaceful and slayin' dragons in a world without war in a Medieval campaign, the mass was more important than the individual to most mythic Bronze Age societies, and thus when one person went to war, his ENTIRE FRICKIN COUNTRY followed behind him. :) Spears look cool, and clubs look tribal. If you're Gilgamesh, don't be affraid to have your never-ending quest be futile in the end (it's not about the treasure, it's about your relation to it!). If you're Greek, don't be affraid to be completely bat-frickin' bonkers with respect to a few traits (hey, you're the kids of gods, you can afford to be a bit severing of social norms!), but don't give in too much (or the norms push back, and feed you your own children for the sins of your grandpappy). You're probably ruled by your priests or your warriors, or both in some cases. If you're going more "traditional D&D with spears and horsehair," it gets a bit wonkier....mostly due to the wild and crazy monsters you need to stick in...though you'll probably get a lot of use out of classical and aquatic beasts. Wizards and clerics and sorcerers are all the same, in a game-world view (who cares if you're a natural philosopher, a seer, or a thrice-removed nephew of a nymph? You're workin' UNNATURAL POWERZ, man!)....fighters and spellcasters dominate the field, though trixy rogues have their place. Barbarians is everyone else. And the ninjas will ride in on a chariot, flip over the seat, and wail on your entire hoplyte army hardkore! [/QUOTE]
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