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General Tabletop Discussion
*TTRPGs General
Brainstorming Potential Underworld Campaign
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<blockquote data-quote="Dannyalcatraz" data-source="post: 7554783" data-attributes="member: 19675"><p>My perspective:</p><p></p><p>1) if PCs “die”, they’re returned to their starting point in the Underworld, no changes. The party has the option of going back to get them or soldiering on without. Players should therefore have a stable of replacement PCs (think DarkSun’s “character trees”) to press into play- probably others who have escaped to this point but no further, the newly arrived, otherplaar beings, etc.</p><p></p><p></p><p>2) one problem with this kind of campaign is deciding how the deceased are kitted out. In many visions of the afterlife, all you have from your former life is YOU. No gear, just your physical body. Others, you have what you died with or were buried with, or possibly supernatural echoes of them. Whichever way you go has ramifications on how different PC concepts would play out, at least in the early stages. </p><p></p><p>When I ran an analogous scenario in a 3.5Ed D&D campaign, the PCs were all captured and stripped naked before being released on an island to be the prey in a royal hunt. I had to provide a way for the characters to recover their gear or find reasonable substitutes that still made sense within the context of the campaign.</p><p></p><p></p><p>3) given that the PCs exist in a timeless state, they may have been in the Underworld for vastly different times from each other. That means PCs from various eras of the campaign world of the <em>living</em>. As a practical matter, that suggests to me using a system that can handle a broad variety of types. To me, that usually means a toolbox system, like HERO, GURPS, Mutants & Masterminds, and the like. Of the ones you listed, Savage Worlds and Cypher System are probably the best options.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7554783, member: 19675"] My perspective: 1) if PCs “die”, they’re returned to their starting point in the Underworld, no changes. The party has the option of going back to get them or soldiering on without. Players should therefore have a stable of replacement PCs (think DarkSun’s “character trees”) to press into play- probably others who have escaped to this point but no further, the newly arrived, otherplaar beings, etc. 2) one problem with this kind of campaign is deciding how the deceased are kitted out. In many visions of the afterlife, all you have from your former life is YOU. No gear, just your physical body. Others, you have what you died with or were buried with, or possibly supernatural echoes of them. Whichever way you go has ramifications on how different PC concepts would play out, at least in the early stages. When I ran an analogous scenario in a 3.5Ed D&D campaign, the PCs were all captured and stripped naked before being released on an island to be the prey in a royal hunt. I had to provide a way for the characters to recover their gear or find reasonable substitutes that still made sense within the context of the campaign. 3) given that the PCs exist in a timeless state, they may have been in the Underworld for vastly different times from each other. That means PCs from various eras of the campaign world of the [I]living[/I]. As a practical matter, that suggests to me using a system that can handle a broad variety of types. To me, that usually means a toolbox system, like HERO, GURPS, Mutants & Masterminds, and the like. Of the ones you listed, Savage Worlds and Cypher System are probably the best options. [/QUOTE]
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