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Bizarre Magic, Empires, Terrible Advances In Technology, and Pushing The Limits!
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<blockquote data-quote="F5" data-source="post: 194567" data-attributes="member: 4607"><p>Thanks, SHARK! IT was a blast while it lasted...</p><p></p><p>Unfortunately, most of the players weren't as interested as the technological/magical advances as I was, so I didn't develop a lot of it as much as I could. I never really played with magic weapons and armor, for example. I had a Stone of Summoning Earth Elementals worked into a pocketwatch, so it could be set to summon on a timer, but that's as close to magic "modern" weaponry as I got...I think one of the villains had a +2 revolver, or something, too.</p><p>The city was fairly unique in all the world; the presense of the dwarves made it into a de facto center of industry and science. Factories that could crank out mass-produced pistols, or furnature, or hammers, made many necessities easier for the Common Man to afford. </p><p>The presense of active gods and miracle-friendly churches was a big factor, too. Medicine hadn't progressed at all from the Middle Ages, but didn't need to, because the Clerics could heal you easily and quicker than doctors. The Brotherhood of the Staff was a priestly order of Paramedics, basically. They would wander the streets of the cities righting minor injuries until a major accident happened. They would then Summon giant eagles (white, with red highlights, of course) and fly to the scene. Their temples doubled as hospitals. Thsi was one of the few places where technology really couldn't improve on the magic, so I left it completely non-technological. I also had a World Bank, run by the high priests of the God of commerce. </p><p>As for creatures, it wasn't a very monster-heavy campaign, mostly humanoids. The constant expansion of the Dwarves had driven the goblins out of their tunnels and onto the surface. Broken and weary, the goblins that showed up in the city were no threat, so rather than kill them, the humans hired them as foctory workers. Goblins thrive in dark, crowded, stagnant conditions, so they took to factory life immediately. Soon, a Goblin ghetto started to form in the factory district, which soon came to be known as the Goblin Quarter. The Goblins adopted human customs, wearing shabby black suits and huge top hats to make themselves look taller. Quasi-civilized, the goblins gave kind of a Charles Dickens/Oliver Twist subplot to the campaign. It also made for some neat moral dilemmas; on the one had these were baby-stealing, cannibalistic monsters a few generations ago, but now were downtrodden, exploited, second-class citizens, who obviously needed someone to fight for their rights on the city council. It was fun watching PCs fight FOR the goblins instead of against them.</p><p>Another race that had interesting ramifications in this setting were the Elves. In 500 years the world had gone through an Industrial Revolution, a dozen wars, and vast changes in lifestyle. In 500 years and elf barely makes it to middle age. So the Elves were seen as backwards and old-fasioned and "obsolete" in the new world order. They were seen as relics who were hopelessly set in their ways. </p><p>I have been refining and tweaking the setting ever since the campaign ended. I've revised classes, added spells and magic items that would be appropriate, and mapped out the world. There are a ton of options in a setting like this. If schedules hadn't shifted a year ago, I'd still be running adventures in this game, and probably wouldn't have even touched on half of the ideas I'd had.</p></blockquote><p></p>
[QUOTE="F5, post: 194567, member: 4607"] Thanks, SHARK! IT was a blast while it lasted... Unfortunately, most of the players weren't as interested as the technological/magical advances as I was, so I didn't develop a lot of it as much as I could. I never really played with magic weapons and armor, for example. I had a Stone of Summoning Earth Elementals worked into a pocketwatch, so it could be set to summon on a timer, but that's as close to magic "modern" weaponry as I got...I think one of the villains had a +2 revolver, or something, too. The city was fairly unique in all the world; the presense of the dwarves made it into a de facto center of industry and science. Factories that could crank out mass-produced pistols, or furnature, or hammers, made many necessities easier for the Common Man to afford. The presense of active gods and miracle-friendly churches was a big factor, too. Medicine hadn't progressed at all from the Middle Ages, but didn't need to, because the Clerics could heal you easily and quicker than doctors. The Brotherhood of the Staff was a priestly order of Paramedics, basically. They would wander the streets of the cities righting minor injuries until a major accident happened. They would then Summon giant eagles (white, with red highlights, of course) and fly to the scene. Their temples doubled as hospitals. Thsi was one of the few places where technology really couldn't improve on the magic, so I left it completely non-technological. I also had a World Bank, run by the high priests of the God of commerce. As for creatures, it wasn't a very monster-heavy campaign, mostly humanoids. The constant expansion of the Dwarves had driven the goblins out of their tunnels and onto the surface. Broken and weary, the goblins that showed up in the city were no threat, so rather than kill them, the humans hired them as foctory workers. Goblins thrive in dark, crowded, stagnant conditions, so they took to factory life immediately. Soon, a Goblin ghetto started to form in the factory district, which soon came to be known as the Goblin Quarter. The Goblins adopted human customs, wearing shabby black suits and huge top hats to make themselves look taller. Quasi-civilized, the goblins gave kind of a Charles Dickens/Oliver Twist subplot to the campaign. It also made for some neat moral dilemmas; on the one had these were baby-stealing, cannibalistic monsters a few generations ago, but now were downtrodden, exploited, second-class citizens, who obviously needed someone to fight for their rights on the city council. It was fun watching PCs fight FOR the goblins instead of against them. Another race that had interesting ramifications in this setting were the Elves. In 500 years the world had gone through an Industrial Revolution, a dozen wars, and vast changes in lifestyle. In 500 years and elf barely makes it to middle age. So the Elves were seen as backwards and old-fasioned and "obsolete" in the new world order. They were seen as relics who were hopelessly set in their ways. I have been refining and tweaking the setting ever since the campaign ended. I've revised classes, added spells and magic items that would be appropriate, and mapped out the world. There are a ton of options in a setting like this. If schedules hadn't shifted a year ago, I'd still be running adventures in this game, and probably wouldn't have even touched on half of the ideas I'd had. [/QUOTE]
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