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Am I crazy (not rhetorical)?
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<blockquote data-quote="Beholder Bob" data-source="post: 1222968" data-attributes="member: 12866"><p>SylverFlame: Cool, thank you! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Psionics is similar to standard magic, although dispel/counter/etc efforts suffer a –4 to roll. I went w/ system is different in a prior campaign, so I’m trying out a different style this time. The biggest difference, besides counter/dispel/identify effects, is wizards risk taking subdual damage for casting, while the psion risks regular damage. Do you use psionics as different in your game?</p><p></p><p>ciaran00: I should start with – thank you for feedback!</p><p>1st off, the document is not going to be handed to players in total, only in sections based on their character: take ranks in politics, get political info, born in this region, here you go, took astrology,…… Beginning characters will get info on their homeland and info relevant to their skills. I’m going to have to wing a lot of data (profession basket weaving, uh, I didn’t write up info on that trade), but each city should have enough flavor that it can be identified by the players after having encountered it before. Perhaps not instantly, but I do not want generic, cookie cutter cities that blend together. To accomplish this without adding extreme differences (ok, the floating city is next to the fire city, next to…). I’m not going to flesh everything out at once, but I do want a paragraph or two as a kernel to develop some of the more important aspects quickly.</p><p>2nd economics, battle for 2 seats, political infighting, screwing over some merchants to make a quick buck – hate to say it, but these things happen in my game already. Perhaps it’s the players, atmospheric effects, or maybe it’s the PC chow… <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> As long as they have fun, I figure what the hell. They also get involved in wars, fighting the hordes of bad guys, scheme to undermine the dark lords, etc. If players chose not to get involved in the trade, politics, economics, etc, ok. I’m not going to do more then make the kernel – the effort isn’t put in until the players begin pursuing it themselves. My players like surprise actions – partly to see me jump – so I’m not going to flesh out any more then my writer tendencies push me. Oh, and Astorian glassblowers are making a killing with red glass with intentional imperfections, giving the glass a bubbly look. It started at merchants row, back in ….. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>“Plan everything in advance, and your players will beat you. Plan everything on the spot and you have a shoddy game.” Uh-oh – plan everything in the middle?</p><p>“What I am wondering is: what makes your world all that unique? Don't take it as an insult..”</p><p>Insult, hell no! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> Your comments and questions lead me to believe your actually reading my posts!!!! What makes my world unique? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> Tough question – do you mean with mechanics, cosmology, ongoing plots, or something else? I’ve presented my cosmology here (in larval state, sure, but here) – so I assume mechanics or ongoing plots. Hmm. Could you define the question?</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1222968, member: 12866"] SylverFlame: Cool, thank you! :D Psionics is similar to standard magic, although dispel/counter/etc efforts suffer a –4 to roll. I went w/ system is different in a prior campaign, so I’m trying out a different style this time. The biggest difference, besides counter/dispel/identify effects, is wizards risk taking subdual damage for casting, while the psion risks regular damage. Do you use psionics as different in your game? ciaran00: I should start with – thank you for feedback! 1st off, the document is not going to be handed to players in total, only in sections based on their character: take ranks in politics, get political info, born in this region, here you go, took astrology,…… Beginning characters will get info on their homeland and info relevant to their skills. I’m going to have to wing a lot of data (profession basket weaving, uh, I didn’t write up info on that trade), but each city should have enough flavor that it can be identified by the players after having encountered it before. Perhaps not instantly, but I do not want generic, cookie cutter cities that blend together. To accomplish this without adding extreme differences (ok, the floating city is next to the fire city, next to…). I’m not going to flesh everything out at once, but I do want a paragraph or two as a kernel to develop some of the more important aspects quickly. 2nd economics, battle for 2 seats, political infighting, screwing over some merchants to make a quick buck – hate to say it, but these things happen in my game already. Perhaps it’s the players, atmospheric effects, or maybe it’s the PC chow… :p As long as they have fun, I figure what the hell. They also get involved in wars, fighting the hordes of bad guys, scheme to undermine the dark lords, etc. If players chose not to get involved in the trade, politics, economics, etc, ok. I’m not going to do more then make the kernel – the effort isn’t put in until the players begin pursuing it themselves. My players like surprise actions – partly to see me jump – so I’m not going to flesh out any more then my writer tendencies push me. Oh, and Astorian glassblowers are making a killing with red glass with intentional imperfections, giving the glass a bubbly look. It started at merchants row, back in ….. ;) “Plan everything in advance, and your players will beat you. Plan everything on the spot and you have a shoddy game.” Uh-oh – plan everything in the middle? “What I am wondering is: what makes your world all that unique? Don't take it as an insult..” Insult, hell no! :cool: Your comments and questions lead me to believe your actually reading my posts!!!! What makes my world unique? :confused: Tough question – do you mean with mechanics, cosmology, ongoing plots, or something else? I’ve presented my cosmology here (in larval state, sure, but here) – so I assume mechanics or ongoing plots. Hmm. Could you define the question? [/QUOTE]
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