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AMA (Thurs April 30): Wolfgang Baur (Kobold Press, TSR, DUNGEON Magazine, D&D 5E Tyranny of Dragons, Advanced Races Compendium)
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<blockquote data-quote="Monkey King" data-source="post: 6605328" data-attributes="member: 22474"><p>Hi Azgulor, thanks for your questions! </p><p></p><p>For my favorite Midgard region besides Zobeck... Yeah, it is exactly like picking among your children. I love Morgau & Doresh for the undead horror of it, but convincing players to send characters there is a bit of a challenge. I'm also extremely happy with adventure opportunities among the Cantons of the Ironcrags: things like the Halls of the Mountain King or the Peculiar Alchemist of Alpentor combine that stoic dwarven attitude of "Oh, nothing to see, no trouble here" with an undercurrent of "Argh, kill it, geddit offa me!" It's like Switzerland with mutant ogres and really weird hermit-compounds. I love it.</p><p></p><p>For the Southlands, it might seem like the grand and powerful river-nation of Nuria Natal would be the favorite (or Per-Bastet, the City of Cats with magical catslide alleys). Those are great, but as a campaign starting point I prefer the plucky little sultanate of Siwal, a free city that relies on trade and is surrounded by larger neighbors. Rather like a Zobeck of the sands. Small but fierce, as it were.</p><p></p><p>The lack of teleport in the home game of Midgard is sort of long-established, and the existence of shadow roads and various transporting portals means that a journey does not always mean a 2,000 mile wilderness adventure. It might just mean bribing or slaying some portal guardians. I have not had to sell to my players, but then, a lot of my Midgard players are long, long, long-time RPG folks. They're pretty resilient and find ways to get their revenge with other magical manipulations.</p><p></p><p>That's it for now, I'll answer a few more in a bit.</p></blockquote><p></p>
[QUOTE="Monkey King, post: 6605328, member: 22474"] Hi Azgulor, thanks for your questions! For my favorite Midgard region besides Zobeck... Yeah, it is exactly like picking among your children. I love Morgau & Doresh for the undead horror of it, but convincing players to send characters there is a bit of a challenge. I'm also extremely happy with adventure opportunities among the Cantons of the Ironcrags: things like the Halls of the Mountain King or the Peculiar Alchemist of Alpentor combine that stoic dwarven attitude of "Oh, nothing to see, no trouble here" with an undercurrent of "Argh, kill it, geddit offa me!" It's like Switzerland with mutant ogres and really weird hermit-compounds. I love it. For the Southlands, it might seem like the grand and powerful river-nation of Nuria Natal would be the favorite (or Per-Bastet, the City of Cats with magical catslide alleys). Those are great, but as a campaign starting point I prefer the plucky little sultanate of Siwal, a free city that relies on trade and is surrounded by larger neighbors. Rather like a Zobeck of the sands. Small but fierce, as it were. The lack of teleport in the home game of Midgard is sort of long-established, and the existence of shadow roads and various transporting portals means that a journey does not always mean a 2,000 mile wilderness adventure. It might just mean bribing or slaying some portal guardians. I have not had to sell to my players, but then, a lot of my Midgard players are long, long, long-time RPG folks. They're pretty resilient and find ways to get their revenge with other magical manipulations. That's it for now, I'll answer a few more in a bit. [/QUOTE]
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AMA (Thurs April 30): Wolfgang Baur (Kobold Press, TSR, DUNGEON Magazine, D&D 5E Tyranny of Dragons, Advanced Races Compendium)
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